# 6 GLSL.std.450main * rend3-pbr/shaders/src/blit.vertr¸// OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed entry-point main #line 1 #version 440 layout(location = 0) out vec2 tex_coords; void main() { uint id = gl_VertexIndex; gl_Position = vec4(float(id / 2) * 4.0 - 1.0, float(id % 2) * 4.0 - 1.0, 0.0, 1.0); tex_coords = vec2(float(id / 2) * 2.0, 1.0 - (float(id % 2) * 2.0)); } GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain gl_VertexIndexgl_PerVertexgl_Positiongl_PointSizegl_ClipDistance*tex_coordsG *H H H GG*!     ;  + ;+ ++€@+€?+$ &( )(;)*+.@6ø= | †p…ƒ‰ p! …"!ƒ#"P%#$A&'>'%…/.…3!.ƒ43P(5/4>*5ý8