#type vertex #version 410 #ifdef GL_ARB_shader_draw_parameters #extension GL_ARB_shader_draw_parameters : enable #endif #ifdef GL_ARB_shader_draw_parameters #define SPIRV_Cross_BaseVertex gl_BaseVertexARB #else uniform int SPIRV_Cross_BaseVertex; #endif layout(location = 0) out vec3 _v0; void main() { vec2 p = vec2(float((uint(gl_VertexID - SPIRV_Cross_BaseVertex) << uint(1)) & 2u), float(uint(gl_VertexID - SPIRV_Cross_BaseVertex) & 2u)); gl_Position = vec4((p * 2.0) - vec2(1.0), 0.0, 1.0); _v0 = vec3(p, 0.5); } #type fragment #version 410 layout(location = 0) in vec3 _v0; layout(location = 0) out vec4 entryPointParam_fragmentMain; void main() { entryPointParam_fragmentMain = vec4(_v0, 1.0); }