Implicit surface rendering via ray tracing
 
 
 

35 lines
980 B

/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
layout(location = 0) out vec2 outUv;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUv * 2.0f - 1.0f, 1.0f, 1.0f);
}