#version 450 #include "compiled.inc" in vec2 pos; uniform vec2 screenSizeInv; out vec2 texCoord; out vec4 offset; #ifdef _InvY #define V_DIR(v) -(v) #else #define V_DIR(v) v #endif void main() { // Scale vertex attribute to [0-1] range const vec2 madd = vec2(0.5, 0.5); texCoord = pos.xy * madd + madd; #ifdef _InvY texCoord.y = 1.0 - texCoord.y; #endif // Neighborhood Blending Vertex Shader offset = screenSizeInv.xyxy * vec4(1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy; gl_Position = vec4(pos.xy, 0.0, 1.0); }