#version 450 core // Fullscreen triangle from gl_VertexID; draw with 3 vertices, no buffers. out vec2 vUV; void main() { vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); vUV = p; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); }