#version 450 core layout(location = 0) in vec2 Vertex; layout(location = 0) out vec2 FragmentPosition; layout(location = 1) out uint FragmentTexID; layout(location = 2) out vec2 FragmentTexCoord; void main() { gl_Position=vec4(Vertex,0.0,1.0); FragmentPosition=Vertex; FragmentTexCoord=(Vertex+1.0)/2.0; if(Vertex.x<0) { if(Vertex.y<0) FragmentTexID=0; else FragmentTexID=1; } else { if(Vertex.y<0) FragmentTexID=2; else FragmentTexID=3; } }