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#version 450

layout (location = 0) out vec2 outUV;

out gl_PerVertex
{
	vec4 gl_Position;
};

void main() 
{
	outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
	gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}