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#version 440 layout(location = 0) out vec2 tex_coords; void main() { uint id = gl_VertexIndex; gl_Position = vec4(float(id / 2) * 4.0 - 1.0, float(id % 2) * 4.0 - 1.0, 0.0, 1.0); tex_coords = vec2(float(id / 2) * 2.0, 1.0 - (float(id % 2) * 2.0)); }