// #version 460 layout (location=0) out vec2 uv; // https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/ void main() { uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(uv * vec2(2, -2) + vec2(-1, 1), 0.0, 1.0); }