void main() {
float vid = float(gl_VertexID);
const float Pi = 3.14159265358979;
const float DegreesToRadians = Pi / 180.0;
float angle = vid * 120.0 /* Degrees */ * DegreesToRadians;
vec2 v = vec2(cos(angle), sin(angle));
gl_Position = vec4(v, 0.0, 1.0);
}