#version 330 core

// Shared fullscreen-pass vertex shader for the post-processing graph (Verso::PostProcessGraph).
// The quad is already in clip space (-1..1), so no matrices are needed.
in vec3 position;
in vec2 uv;

out vec2 ex_Uv;

void main() {
	ex_Uv = uv;
	gl_Position = vec4(position.xy, 0.0, 1.0);
}
