RuntimeData/shader/gbuffer_composition.vert

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GLSL
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#version 450 core
layout(location = 0) in vec2 Position;
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layout(location = 0) out vec2 FragmentPosition;
void main()
{
gl_Position=vec4(Position,0.0,1.0);
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FragmentPosition=(Position+1.0)/2.0;
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}