#version 330 core

// Unified vertex shader for all fullscreen post-processing effects
// Used by: gaussian_blur, glow_composite (and potentially other effects)

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

out vec2 TexCoords;

void main()
{
    TexCoords = aTexCoord;
    gl_Position = vec4(aPos, 0.0, 1.0);
}
