engine/assets/shaders/triangle.glsl
2024-12-04 23:39:05 +04:00

47 lines
817 B
GLSL

#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 = 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