/* GENERATED by rhi/shaders_gl/gen_analog_gl.py - do not edit.
 * Source: rhi/shaders_vulkan/. Regenerate after changing the
 * signal math there; the GL and Vulkan backends share it. */
#ifndef GL_ANALOG_VERTEX_GLSL_H
#define GL_ANALOG_VERTEX_GLSL_H

static const char *analog_vertex_glsl =
   "#version 330 core\n"
   "\n"
   "/* Fullscreen pass-through for the analog chain. Deliberately declares no push\n"
   " * constants: the three analog fragment stages each have their own layout, and\n"
   " * quad.vert's offset/range block would collide with all of them. UV is the\n"
   " * plain normalised position - the fragment stages do their own addressing off\n"
   " * gl_FragCoord for the base-clock sample index. */\n"
   "\n"
   "in vec2 Position;\n"
   "out vec2 vUV;\n"
   "\n"
   "void main()\n"
   "{\n"
   "	gl_Position = vec4(Position, 0.0, 1.0);\n"
   "	vUV = 0.5 * Position + 0.5;\n"
   "}\n"
   ;

static const char *analog_vertex_glsl_ES =
   "#version 300 es\n"
   "precision highp float;\n"
   "precision highp int;\n"
   "\n"
   "/* Fullscreen pass-through for the analog chain. Deliberately declares no push\n"
   " * constants: the three analog fragment stages each have their own layout, and\n"
   " * quad.vert's offset/range block would collide with all of them. UV is the\n"
   " * plain normalised position - the fragment stages do their own addressing off\n"
   " * gl_FragCoord for the base-clock sample index. */\n"
   "\n"
   "in vec2 Position;\n"
   "out vec2 vUV;\n"
   "\n"
   "void main()\n"
   "{\n"
   "	gl_Position = vec4(Position, 0.0, 1.0);\n"
   "	vUV = 0.5 * Position + 0.5;\n"
   "}\n"
   ;

#endif /* GL_ANALOG_VERTEX_GLSL_H */
