#version 450 #extension GL_ARB_separate_shader_objects : enable out gl_PerVertex { vec4 gl_Position; }; void main() { vec4 positions[3] = { vec4(-1.0f, -1.0f, 0.0f, 1.0f), vec4(3.0f, -1.0f, 0.0f, 1.0f), vec4(-1.0f, 3.0f, 0.0f, 1.0f) }; gl_Position = positions[gl_VertexIndex % 3]; }