/* * 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; }