#version 330 core out vec2 v_tex_coords; void main() { float x = -1.0 + float((gl_VertexID & 1) << 2); float y = -1.0 + float((gl_VertexID & 2) << 1); v_tex_coords.x = (x + 1.0) * 0.5; v_tex_coords.y = (y + 1.0) * 0.5; gl_Position = vec4(x, y, 0, 1); }