diffren/shader/light_vert.glsl

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#version 460 core
out VS_OUT {
vec2 texcoord;
} vs_out;
void main() {
// Output a single full-screen triangle
vec2 verts[3] = vec2[3](
vec2(-1,-1),
vec2( 3,-1),
vec2(-1, 3)
);
gl_Position = vec4(verts[gl_VertexID], 0, 1);
vs_out.texcoord = 0.5 * gl_Position.xy + vec2(0.5);
}