DRW: Make fullscreen vertex shader position and uv without attributes
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26beaa2d90
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@ -1,10 +1,11 @@
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in vec2 pos;
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in vec2 uvs;
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out vec4 uvcoordsvar;
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void main()
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{
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uvcoordsvar = vec4(uvs, 0.0, 0.0);
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gl_Position = vec4(pos, 1.0, 1.0);
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int v = gl_VertexID % 3;
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float x = -1.0 + float((v & 1) << 2);
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float y = -1.0 + float((v & 2) << 1);
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gl_Position = vec4(x, y, 1.0, 1.0);
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uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
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}
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