#version 450
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
/*
cur_params = params_list[gl_InstanceID];
vec4 view = vec4(cur_params.view_origin, cur_params.view_size);
view.xy /= 0.5 * screen_size_f.x;
view.zw /= 0.5 * screen_size_f.y;
view -= 1.0;
view.yw *= -1.0;
vec2 point = view.xy;
point += view.zw * vec2(float(gl_VertexID & 1), float((gl_VertexID & 2) >> 1));
*/
vec2 point = vec2(float(gl_VertexIndex & 1) - 0.5, 0.5 - float(gl_VertexIndex >> 1));
point *= 2.0;
gl_Position = vec4(point, 0.0, 1.0);
}