#version 450 layout(push_constant) uniform PushConsts { vec4 position; uint cascadeIndex; } pushConsts; layout (location = 0) out vec2 outUV; layout (location = 1) out uint outCascadeIndex; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); outCascadeIndex = pushConsts.cascadeIndex; gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f); }