$input a_position, a_texcoord0 $output v_texcoord0 #include "common.sh" uniform vec4 u_textureSize; SAMPLER2D(s_tex, 0); vec4 convertPosition(vec4 p) { #if defined(GLSL) || defined(DX11) return p; #else return p + vec4(-u_textureSize.z, u_textureSize.w, 0.0, 0.0); #endif } vec2 convertUv(vec4 p) { #if defined(GLSL) return p.xy * 0.5 + 0.5; #else return p.xy * vec2(0.5, -0.5) + 0.5; #endif } void gbufferVS() { gl_Position = convertPosition(vec4(a_position, 1.0)); v_texcoord0 = convertUv(vec4(a_position, 1.0)); } void gbufferPS() { gl_FragColor = texture2D(s_tex, v_texcoord0); }