#version 450

// Vulkan GLSL vertex shader — postfx full-screen triangle
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
// Compile: glslc postfx.vert -o postfx.vert.spv
//          xxd -i postfx.vert.spv > ../../source/core/rendering/sdl3gpu/postfx_vert_spv.h

layout(location = 0) out vec2 v_uv;

void main() {
    // Full-screen triangle (no vertex buffer needed)
    const vec2 positions[3] = vec2[3](
        vec2(-1.0, -1.0),
        vec2( 3.0, -1.0),
        vec2(-1.0,  3.0)
    );
    const 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];
}
