50 lines
908 B
GLSL
50 lines
908 B
GLSL
#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_scalar_block_layout : require
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#include "global.glsl"
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#if VERTEX_SHADER
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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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layout(push_constant) uniform constants {
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vec3 my_vec;
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float my_float;
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mat4x4 my_mat;
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uint tex_index1;
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uint tex_index2;
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uint tex_index3;
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} PushConstants;
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void main() {
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VertexColor = colors[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex] + vec2(gl_InstanceIndex, 0), gl_InstanceIndex, 1.0) * Global.view.world_to_clip;
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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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