#version 450 #extension GL_ARB_separate_shader_objects : enable // rendering a fullscreen quad (which is actually just a huge triangle) // source: https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/ out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec2 texCoord; void main() { texCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(texCoord * 2.0f + -1.0f, 0.0f, 1.0f); }