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#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;
}
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