engine/assets/shaders/debug.glsl
2024-08-24 23:26:01 +04:00

30 lines
434 B
GLSL

// UBOs
layout(std140, binding = 0) uniform Matrices {
mat4 projection;
mat4 view;
};
layout(location = 2) uniform vec3 color;
// Input, output blocks
#if VERTEX_SHADER
layout(location = 0) in vec3 aPos;
void main() {
gl_Position = projection * view * vec4(aPos.xyz, 1.0);
}
#endif // VERTEX_SHADER
#if FRAGMENT_SHADER
out vec4 FragColor;
void main() {
FragColor = vec4(vec3(1.0), 1.0f);
}
#endif // FRAGMNET_SHADER