| // | |
| // ----------------------------------------------------------------------------- | |
| // The proprietary software and information contained in this file is | |
| // confidential and may only be used by an authorized person under a valid | |
| // licensing agreement from Arm Limited or its affiliates. | |
| // | |
| // Copyright (C) 2026 Arm Limited or its affiliates. All rights reserved. | |
| // | |
| // This entire notice must be reproduced on all copies of this file and | |
| // copies of this file may only be made by an authorized person under a valid | |
| // licensing agreement from Arm Limited or its affiliates. | |
| // ----------------------------------------------------------------------------- | |
| // | |
| layout(location = 0) out vec2 vUV; | |
| void main() { | |
| // Fullscreen triangle without vertex buffers | |
| vec2 pos = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); | |
| vUV = vec2(pos.x * 0.5, 1.0 - pos.y * 0.5); | |
| gl_Position = vec4(pos * 2.0 - 1.0, 0.0, 1.0); | |
| } | |