demo.vert 243 B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. layout (location = 0) out vec2 outUV;
  4. void main()
  5. {
  6. outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
  7. gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
  8. }