#extension GL_EXT_buffer_reference : require #extension GL_EXT_scalar_block_layout : require #include "global.glsl" #if VERTEX_SHADER vec2 positions[3] = vec2[]( vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.0, -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) ); layout(location = 0) out vec3 VertexColor; void main() { VertexColor = colors[gl_VertexIndex]; gl_Position = vec4(positions[gl_VertexIndex] + vec2(gl_InstanceIndex, 0), gl_InstanceIndex, 1.0) * Global.view.world_to_clip; } #endif #if FRAGMENT_SHADER layout(location = 0) in vec3 VertexColor; layout(location = 0) out vec4 FragColor; void main() { FragColor = vec4(VertexColor * 10, 1.0); } #endif