#version 450 layout(location = 0) out vec2 v_TexCoord; void main() { vec2 tc = vec2(0.0); switch(gl_VertexIndex) { case 0: tc = vec2(1.0, 0.0); break; case 1: tc = vec2(1.0, 1.0); break; case 2: tc = vec2(0.0, 0.0); break; case 3: tc = vec2(0.0, 1.0); break; } v_TexCoord = tc; gl_Position = vec4(tc * 2.0 - 1.0, 0.5, 1.0); }