#version 440 layout (location = 0) out vec2 v_uv; void main() { // https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/ v_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(v_uv * 2.0 - 1.0, 0.0, 1.0); }