#extension GL_EXT_buffer_reference : require #if VERTEX_SHADER layout(buffer_reference, std430) readonly buffer CameraMatrices { mat4 view_projection; mat4 projection; mat4 view; }; layout(push_constant) uniform constants { CameraMatrices camera_matrices; } PushConstants; 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 = PushConstants.camera_matrices.view_projection * vec4(positions[gl_VertexIndex], 0.0, 1.0); } #endif #if FRAGMENT_SHADER layout(location = 0) in vec3 VertexColor; layout(location = 0) out vec4 FragColor; void main() { FragColor = vec4(VertexColor, 1.0); } #endif