Sorry for the confusion. Let me try rewording it. With the simplest shader just outputing a color, it fills the screen. But when I project the points by multiplying by the modelviewproj and check if they are within the bounds of the screen, only the top corner projects into this range. Am I misunderstanding something about projection?
And I tried this fragment shader with just pass-through texture coordinates and am still getting all black.
I don’t know what you mean by this being the only thing you are “getting”. This is the only region over which you are not drawing blue. See image.
I am rendering a single quad that should cover up the whole screen exactly. If I use a fragment shader that just outputs a single color, it fills the screen completely. But when I multiply the vertex coordinates by model view projection matrix, store them, and then check in the fragment shader if they are exactly the screen (0 < x < 720 and 0 < y < 480) only the top right half projects into this. I am misunderstanding something about the projection?
(0.5f, 0.5f) and (1.0f, 1.0f) also return 0. Maybe I am setting something up wrong: