layout (location = 0) out vec2 out_uv; layout(push_constant, binding = 1) uniform PushConstant{ mat4 view; vec4 sun_position_fov; float aspect; }; void main() { out_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(out_uv * 2.0f + -1.0f, 1.0f, 1.0f); }