// ------------------------------------------------------------------------------------------------------------------------------- // Vertex Shader // ------------------------------------------------------------------------------------------------------------------------------- const WindowVShader = ShaderShared + ` uniform Viewport inViewport; uniform float minX; uniform float minY; uniform float maxX; uniform float maxY; void main() { vec2 position = QuadPosition(gl_VertexID, minX, minY, maxX, maxY); gl_Position = UVToNDC(inViewport, position); } `; // ------------------------------------------------------------------------------------------------------------------------------- // Fragment Shader // ------------------------------------------------------------------------------------------------------------------------------- const WindowFShader = ShaderShared + ` out vec4 outColour; void main() { outColour = vec4(1.0, 1.0, 1.0, 0.0); } `;