#version 450 // Minimal passthrough vertex shader for a fullscreen plane. layout(location = 0) in vec3 Vertex_Position; layout(location = 1) in vec2 Vertex_Uv; layout(location = 0) out vec2 v_uv; void main() { v_uv = Vertex_Uv; gl_Position = vec4(Vertex_Position, 1.0); }