Kelsidavis-WoWee/assets/shaders/postprocess.vert.glsl

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#version 450
layout(location = 0) out vec2 TexCoord;
void main() {
// Fullscreen triangle trick: 3 vertices, no vertex buffer
TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(TexCoord * 2.0 - 1.0, 0.0, 1.0);
TexCoord.y = 1.0 - TexCoord.y; // flip Y for Vulkan
}