#version 430 core layout(location = 0) out vec2 vUv; void main() { vec2 triangle = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); gl_Position = vec4(triangle * 2.0 - 1.0, 0.0, 1.0); vUv = vec2(triangle.x, 1.0 - triangle.y); }