#version 450 layout(location=0) out vec2 v_uv; void main() { // Full-screen triangle from vertex index (no vertex buffer needed) // NDC/UV mapping matches the MSL version (SDL3 GPU normalizes Y-up on all backends) vec2 positions[3] = vec2[3](vec2(-1.0,-1.0), vec2(3.0,-1.0), vec2(-1.0,3.0)); vec2 uvs[3] = vec2[3](vec2(0.0, 1.0), vec2(2.0, 1.0), vec2(0.0,-1.0)); gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); v_uv = uvs[gl_VertexIndex]; }