#version 450
#extension GL_ARB_separate_shader_objects : enable

void main() 
{
    vec2 outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
    gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
}