#version 450
layout(location = 0) out vec2 TexCoord;
layout(push_constant) uniform constants
{
vec4 rect;
} PushConstants;
void main()
{
const vec2 VERTICES[4] = vec2[4](
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
vec2 pos = VERTICES[gl_VertexIndex];
gl_Position = vec4(PushConstants.rect.xy + pos * PushConstants.rect.zw, 1.0, 1.0);
TexCoord = pos;
}