feat(platform): draw fullscreen triangle instead of quad
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@@ -1,7 +1,6 @@
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#version 330 core
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out vec4 frag_color;
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in vec3 color;
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in vec2 uv;
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uniform sampler2D screen;
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@@ -1,13 +1,10 @@
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec2 in_uv;
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out vec3 color;
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out vec2 uv;
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const vec2 pos[3] = vec2[3](vec2(-1.0f, -1.0f), vec2(-1.0f, 3.0f), vec2(3.0f, -1.0f));
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const vec2 uvs[3] = vec2[3](vec2( 0.0f, 0.0f), vec2( 0.0f, 2.0f), vec2(2.0f, 0.0f));
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void main() {
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color = in_color;
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uv = in_uv;
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gl_Position = vec4(pos, 1.0);
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}
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uv = uvs[gl_VertexID];
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gl_Position = vec4(pos[gl_VertexID], 0.0, 1.0);
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}
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