#version 460 core out VS_OUT { vec2 texcoord; } vs_out; void main() { // Output a single full-screen triangle vec2 verts[3] = vec2[3]( vec2(-1,-1), vec2( 3,-1), vec2(-1, 3) ); gl_Position = vec4(verts[gl_VertexID], 0, 1); vs_out.texcoord = 0.5 * gl_Position.xy + vec2(0.5); }