engine/assets/shaders/triangle.glsl
sergeypdev 4fd797c048 Slowly building out the rendering framework
- Ditch VMA for per frame data
- Add basic global descriptor set and all the boilerplate to manage that
- Add global uniform buffer that only has camera matrices right now
- Implement a per frame GPU memory arena, one large buffer that wraps around holding data for all frames in flight
- Get free look camera working again
2024-12-08 21:39:09 +04:00

41 lines
700 B
GLSL

#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 = Global.view.world_to_clip * 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