#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]; }