init
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8
assets/shaders/fullscreen.vert
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8
assets/shaders/fullscreen.vert
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#version 450 core
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// Fullscreen triangle from gl_VertexID; draw with 3 vertices, no buffers.
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out vec2 vUV;
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void main() {
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vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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vUV = p;
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}
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