Updates
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@@ -0,0 +1,18 @@
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#version 450
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layout (location = 0) out vec2 uv;
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vec2 positions[6] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, -1.0),
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vec2( 1.0, 1.0)
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);
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void main() {
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vec2 pos = positions[gl_VertexIndex];
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gl_Position = vec4(pos, 0.0, 1.0);
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uv = pos * 0.5 + 0.5;
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}
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