/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ vec2 normalize_coordinates() { return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0); } void main() { gl_Position = vec4(normalize_coordinates(), 0.0, 1.0); texCoord_interp = texCoord; }