///////// Vertex shader (for attribute-less oversized fullscreen single-triangle rendering): ////////// #version 430 out vec2 vTexCoord; void main(){ vTexCoord = vec2((gl_VertexID >> 1) * 2.0, (gl_VertexID & 1) * 2.0); gl_Position = vec4(((gl_VertexID >> 1) * 4.0) - 1.0, ((gl_VertexID & 1) * 4.0) - 1.0, 0.0, 1.0); }