#version 460 #include "backend.glsl" layout(location = 0) out vec2 v_uv; void main() { v_uv = vec2((VERTEX_ID << 1) & 2, VERTEX_ID & 2); gl_Position = vec4(v_uv * 2.0 - 1.0, 0.0, 1.0); #ifdef KEEL_GL // The window shows row 0 at the bottom in OpenGL; our images keep the view's top in row 0 (as in Vulkan). v_uv.y = 1.0 - v_uv.y; #endif }