// Compute the normalized quad coordinates based on the vertex index. fn vertex_position(vertex_index: u32) -> vec2 { // #: 0 1 2 3 4 5 // x: 1 1 0 0 0 1 // y: 1 0 0 0 1 1 return vec2((vec2(1u, 2u) + vertex_index) % vec2(6u) < vec2(3u)); }