2 #extension GL_ARB_shader_viewport_layer_array : require
4 layout(location=0) in vec2 position;
9 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
11 // 2.000 0.000 0.000 -1.000
12 // 0.000 2.000 0.000 -1.000
13 // 0.000 0.000 -2.000 -1.000
14 // 0.000 0.000 0.000 1.000
15 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
19 gl_Layer = gl_InstanceID;