#version 300 es precision highp float; uniform mat4 view; uniform mat4 position; out vec2 vertex_texcoord; void main() { const vec2 positions[4] = vec2[]( vec2(-1, -1), vec2(+1, -1), vec2(-1, +1), vec2(+1, +1) ); const vec2 coords[4] = vec2[]( vec2(0, 0), vec2(1, 0), vec2(0, 1), vec2(1, 1) ); vec4 vertex = vec4(positions[gl_VertexID], 0.0, 1.0); vertex_texcoord = coords[gl_VertexID]; gl_Position = view * position * vertex; }