init
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#version 450
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/* Copyright (c) 2024, Google
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) out vec2 outUV;
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////////////////////////////////////////
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void main()
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{
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const vec4 fullscreen_triangle[] =
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{
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vec4(-1.0f, 3.0f, 0.0f, 2.0f),
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vec4(-1.0f, -1.0f, 0.0f, 0.0f),
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vec4( 3.0f, -1.0f, 2.0f, 0.0f),
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};
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const vec4 vertex = fullscreen_triangle[gl_VertexIndex % 3];
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gl_Position = vec4(vertex.xy, 0.0f, 1.0f);
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outUV = vertex.zw;
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}
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