#version 330 core //layout (location = 0) in vec3 aPos; //layout (location = 1) in vec2 aTexCoords; // //out vec2 TexCoords; // //void main() //{ // TexCoords = aTexCoords; // gl_Position = vec4(aPos, 1.0); //} // // //layout(location = 0) out vec2 uv; out vec2 TexCoords; void main() { float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u); float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u); gl_Position = vec4(-1.0f + x*2.0f, -1.0f+y*2.0f, 0.0f, 1.0f); TexCoords = vec2(x, y); }