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| author | Patrick | 2021-03-26 19:36:35 +0100 |
|---|---|---|
| committer | Patrick | 2021-03-26 19:36:35 +0100 |
| commit | c99ecda7bed596922125f6b1ef1ef2ae8f27703e (patch) | |
| tree | 16b3a22483457d22fdd34c1e079fd25dabd84940 /shaders/fbo_vert.glsl | |
| parent | 36fb27a899045de24d71d55b06648abda7547268 (diff) | |
| download | subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.tar.gz subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.zip | |
SSSSS comments
Diffstat (limited to 'shaders/fbo_vert.glsl')
| -rw-r--r-- | shaders/fbo_vert.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/shaders/fbo_vert.glsl b/shaders/fbo_vert.glsl index fb80df5..0cf6138 100644 --- a/shaders/fbo_vert.glsl +++ b/shaders/fbo_vert.glsl @@ -6,6 +6,7 @@ out vec2 TexCoords; void main()
{
+ // this is just a plane that covers the screen
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
TexCoords = aTexCoords;
}
|
