48 lines
868 B
GLSL
48 lines
868 B
GLSL
#extension GL_EXT_buffer_reference : require
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#if VERTEX_SHADER
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layout(buffer_reference, std430) readonly buffer CameraMatrices {
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mat4 view_projection;
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mat4 projection;
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mat4 view;
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};
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layout(push_constant) uniform constants {
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CameraMatrices camera_matrices;
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} PushConstants;
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vec2 positions[3] = vec2[](
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vec2(-0.5, 0.5),
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vec2(0.5, 0.5),
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vec2(0.0, -0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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layout(location = 0) out vec3 VertexColor;
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void main() {
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VertexColor = colors[gl_VertexIndex];
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gl_Position = PushConstants.camera_matrices.view_projection * vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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#endif
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#if FRAGMENT_SHADER
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layout(location = 0) in vec3 VertexColor;
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layout(location = 0) out vec4 FragColor;
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void main() {
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FragColor = vec4(VertexColor, 1.0);
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}
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#endif
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