// convert to SPIR-V with: glslangValidator -G shader.vert -o vert.spv #version 430 layout(location = 0) out vec2 uv; void main() { uv = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); gl_Position = vec4(uv * 2. - 1., 0., 1.); }