#version 450 layout (location = 0) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f); }