26 lines
465 B
GLSL
26 lines
465 B
GLSL
|
#version 450
|
||
|
#extension GL_ARB_separate_shader_objects : enable
|
||
|
|
||
|
out gl_PerVertex {
|
||
|
vec4 gl_Position;
|
||
|
};
|
||
|
|
||
|
layout(location = 0) out vec3 fragColor;
|
||
|
|
||
|
vec2 positions[3] = vec2[](
|
||
|
vec2(0.0, -0.5),
|
||
|
vec2(0.5, 0.5),
|
||
|
vec2(-0.5, 0.5)
|
||
|
);
|
||
|
|
||
|
vec3 colors[3] = vec3[](
|
||
|
vec3(1.0, 0.0, 0.0),
|
||
|
vec3(0.0, 1.0, 0.0),
|
||
|
vec3(0.0, 0.0, 1.0)
|
||
|
);
|
||
|
|
||
|
void main() {
|
||
|
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||
|
fragColor = colors[gl_VertexIndex];
|
||
|
}
|