#version 420 core #include #define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR #if (FLUID_MODE == FLUID_MODE_LOW) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE >= FLUID_MODE_MEDIUM) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE #endif #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include layout(location = 0) out vec2 uv; void main() { // Generate fullscreen triangle vec2 v_pos = vec2( float(gl_VertexIndex / 2) * 4.0 - 1.0, float(gl_VertexIndex % 2) * 4.0 - 1.0 ); // Flip y and transform into 0.0 to 1.0 range uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5; gl_Position = vec4(v_pos, 0.0, 1.0); }