1#version 460 core
2#extension GL_ARB_separate_shader_objects : enable
3#extension GL_ARB_shading_language_420pack : enable
4
5// includes
6#include "render/shaders/common/render_compatibility_common.h"
7
8// sets
9
10// in / out
11
12layout(location = 0) out vec2 outUv;
13
14//
15// fullscreen triangle
16void main(void)
17{
18    float x = -1.0 + float((gl_VertexIndex & 1) << 2);
19    float y = 1.0 - float((gl_VertexIndex & 2) << 1);
20    outUv.x = (x + 1.0) * 0.5;
21    outUv.y = (y + 1.0) * 0.5;
22    CORE_VERTEX_OUT(vec4(x, y, 0, 1));
23}
24