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