#version 450 #pragma shader_stage(vertex) out gl_PerVertex { vec4 gl_Position; }; layout (location = 0) out vec2 uv; void main() { if(gl_VertexIndex % 3 == 0){ gl_Position = vec4(-1, -1, 0.0, 1.0); uv = vec2(0, 0); } else if (gl_VertexIndex % 3 == 1){ gl_Position = vec4(-1, 3, 0.0, 1.0); uv = vec2(0, 2); } else { gl_Position = vec4(3, -1, 0.0, 1.0); uv = vec2(2, 0); } }