#version 450
const vec4 pos[] = { vec4(-1, -1, 0, 1), vec4(3, -1, 0, 1), vec4(-1, 3, 0, 1) };
#define INVERTED_UV
#ifndef INVERTED_UV
const vec2 uv[] = { vec2(0, 1), vec2(2, 1), vec2(0, -1) };
#else
const vec2 uv[] = { vec2(0, 0), vec2(2, 0), vec2(0, 2) };
#endif
layout(location = 0) out vec2 outUV;
void main() {
outUV = uv[gl_VertexIndex];
gl_Position = pos[gl_VertexIndex];
}
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