#version 330 core // Fullscreen triangle (no vbo) out vec2 v_uv; void main() { // gl_VertexID in {0,1,2} vec2 pos = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); v_uv = pos; gl_Position = vec4(pos * 2.0 - 1.0, 0.0, 1.0); }