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by cmovq 387 days ago
Yeah it’s nice even just to avoid having to set up a vertex buffer:

    ivec2 vert = ivec2(gl_VertexID & 1, gl_VertexID >> 1);

    out_uv = 2.0 * vec2(vert);
    gl_Position = vec4(out_uv * 2.0 - 1.0, 0.0, 1.0);