/*
 * MIT License
 * Author: Mark Allyn
 *
 * bloom.vert — vertex shader for the bloom post-processing pass.
 * Identical to sweep.vert: fullscreen clip-space quad with UV passthrough.
 * The actual bloom is currently implemented inline in phosphor.frag;
 * this shader is reserved for a separate two-pass Gaussian bloom
 * if higher quality is required in a future revision.
 */
#version 330 core

layout(location = 0) in vec2 aPos;

out vec2 vTexCoord;

void main() {
    gl_Position = vec4(aPos, 0.0, 1.0);
    vTexCoord   = aPos * 0.5 + 0.5;
}
