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blender-archive/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl

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GLSL

out vec4 uvcoordsvar;
void main()
{
int v = gl_VertexID % 3;
float x = -1.0 + float((v & 1) << 2);
float y = -1.0 + float((v & 2) << 1);
gl_Position = vec4(x, y, 1.0, 1.0);
uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
}