#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) out vec2 v_TexCoords; void main() { vec2 pos = vec2(0.0); if (gl_VertexIndex==0) pos = vec2(-1.0, -3.0); if (gl_VertexIndex==1) pos = vec2(3.0, 1.0); if (gl_VertexIndex==2) pos = vec2(-1.0, 1.0); gl_Position = vec4(pos, 0.0, 1.0); v_TexCoords = pos; }