--- /dev/null
+#version 450 core
+
+layout(location=0) in vec2 position;
+out vec2 tc;
+
+uniform float z;
+uniform vec2 sample_offset;
+
+void main()
+{
+ // Moving the position is equivalent to moving the texture coordinate,
+ // but cheaper -- as it means some of the fullscreen quad can be clipped away.
+ vec2 adjusted_pos = position - sample_offset;
+
+ // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
+ //
+ // 2.000 0.000 0.000 -1.000
+ // 0.000 2.000 0.000 -1.000
+ // 0.000 0.000 -2.000 -1.000
+ // 0.000 0.000 0.000 1.000
+ gl_Position = vec4(2.0 * adjusted_pos.x - 1.0, 2.0 * adjusted_pos.y - 1.0, 2.0f * (z - 0.5f), 1.0);
+
+ tc = position;
+}