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prism/engine/base/shaders/expose.vert.glsl

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layout(push_constant) uniform readonlPushConstant {
vec4 viewport;
float fade;
vec4 transform_ops;
};
layout (location = 0) out vec2 outUV;
layout(location = 1) out vec4 outOffset;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
outUV.y = 1.0 - outUV.y;
}