#version 450 core
// Purpose: Shared fullscreen/overlay vertex shader for depth texture visualization.

layout(location=0) in vec2 aPos;
layout(location=1) in vec2 aUv;

out vec2 vUv;

void main()
{
    vUv = aUv;
    gl_Position = vec4(aPos, 0.0, 1.0);
}