26 lines
367 B
GLSL
26 lines
367 B
GLSL
#include "camera.glsl"
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layout(location = 2) uniform vec3 color;
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// Input, output blocks
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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void main() {
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gl_Position = projection * view * vec4(aPos.xyz, 1.0);
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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out vec4 FragColor;
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void main() {
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FragColor = vec4(vec3(1.0), 1.0f);
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}
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#endif // FRAGMNET_SHADER
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