#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout (location = 0) out vec3 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0); gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f); }