// // ----------------------------------------------------------------------------- // 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. // ----------------------------------------------------------------------------- // #version 460 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); }