#version 450
layout(location = 0) out vec2 v_TexCoord;
void main() {
vec2 tc = vec2(0.0);
switch(gl_VertexIndex) {
case 0: tc = vec2(1.0, 0.0); break;
case 1: tc = vec2(1.0, 1.0); break;
case 2: tc = vec2(0.0, 0.0); break;
case 3: tc = vec2(0.0, 1.0); break;
}
v_TexCoord = tc;
gl_Position = vec4(tc * 2.0 - 1.0, 0.5, 1.0);
}