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The main issue was that the depth test wasn't disabled. Here is my solution, hoping it might help others

                                                                        #version 450
                                                                        out gl_PerVertex { vec4 gl_Position; };
                                                                        void main() { 
                                                                         vec2  tmpUv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
                                                                         gl_Position = vec4(tmpUv * 2.0f - 1.0f, 0.0f, 1.0f);    }



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Answer selected by WdsPjm
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