#version 150 core
out vec2 v_TexCoord;
layout(std140) uniform b_Params {
vec4 u_Rect;
float u_Depth;
};
void main() {
v_TexCoord = gl_VertexID==0 ? vec2(1.0, 0.0) :
gl_VertexID==1 ? vec2(0.0, 0.0) :
gl_VertexID==2 ? vec2(1.0, 1.0) :
vec2(0.0, 1.0) ;
vec2 pos = mix(u_Rect.xy, u_Rect.zw, v_TexCoord);
gl_Position = vec4(pos, u_Depth, 1.0);
}