#version 300 es // Fullscreen triangle for the terrain raymarcher (the WebGL port of terrain.vert). precision highp float; out vec2 v_uv; void main() { vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); v_uv = p; gl_Position = vec4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0); }