#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 0) out vec2 outUV; void main() { // outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); // gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f); outUV = inUV; gl_Position = vec4(inPos, 1.0f); }