src/run/rtx_path_tracer/domain_layer/domain/shader/accumulation/accumulation.vert
#version 450
#pragma shader_stage(vertex)
layout(location = 0) out vec2 uv;
void main() {
uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
// uv = vec2(uv.x, 1.0 - uv.y);
}