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// Common vertex shader for fullscreen post-processing effects.
// Draws a single triangle that covers the entire screen.
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1, -1),
vec2<f32>(3, -1),
vec2<f32>(-1, 3)
);
return vec4<f32>(pos[i], 0.0, 1.0);
}
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