initial commit-moved from vulkan_guide
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10
shaders/fullscreen.vert
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10
shaders/fullscreen.vert
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#version 450
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layout(location=0) out vec2 outUV;
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void main() {
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vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
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vec2 uvs[3] = vec2[3](vec2(0.0, 0.0), vec2(2.0, 0.0), vec2(0.0, 2.0));
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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outUV = uvs[gl_VertexIndex];
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}
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