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#version 450

layout (location = 0) out vec2 outUV;

void main()
{
	outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
	gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
	//gl_Position = vec4(outUV -1.0f, 0.0f, 1.0f);
}