#version 460 // The sky: a full-screen triangle on the far plane, drawn where nothing else is (depth test // less-or-equal against the cleared 1.0). #include "backend.glsl" layout(location = 0) out vec2 v_ndc; void main() { vec2 uv = vec2((VERTEX_ID << 1) & 2, VERTEX_ID & 2); v_ndc = uv * 2.0 - 1.0; gl_Position = vec4(v_ndc, 1.0, 1.0); }