renderer refactoring done
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#version 450
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// Fullscreen triangle, no vertex buffer. One triangle covers the viewport.
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vec2 positions[3] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 3.0, -1.0),
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vec2(-1.0, 3.0)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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