Constant FULLSCREEN_VERT
Source pub const FULLSCREEN_VERT: &str = "// fullscreen.vert \u{2014} single-triangle fullscreen pass\r\n//\r\n// Covers the entire clip-space viewport using 3 vertices, no VBO needed.\r\n// Call with glDrawArrays(GL_TRIANGLES, 0, 3) with any VAO bound.\r\n//\r\n// gl_VertexID uv clip-space pos\r\n// 0 (0, 0) (-1, -1)\r\n// 1 (2, 0) ( 3, -1)\r\n// 2 (0, 2) (-1, 3)\r\n//\r\n// The giant triangle is clipped to the viewport, so f_uv stays in [0,1]\r\n// across all visible fragments.\r\n\r\n#version 330 core\r\n\r\nout vec2 f_uv;\r\n\r\nvoid main() {\r\n float u = float(gl_VertexID & 1) * 2.0;\r\n float v = float(gl_VertexID >> 1) * 2.0;\r\n f_uv = vec2(u, v);\r\n gl_Position = vec4(u * 2.0 - 1.0, v * 2.0 - 1.0, 0.0, 1.0);\r\n}\r\n";