//version 130 uniform vec2 iResolution; // viewport resolution (in pixels) out vec2 texCoord; void main() { texCoord = vec2( (gl_VertexID << 1) & 2, gl_VertexID & 2 ); gl_Position = vec4( texCoord * 2.0 - 1.0, 0.0, 1.0 ); texCoord = texCoord * iResolution; texCoord.y = iResolution.y - texCoord.y; // flip Y }