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lunar/shaders/triangle.vert

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#version 450
layout (location = 0) out vec3 out_color;
void main() {
const vec3 positions[3] = vec3[3](
vec3( 1.0f, 1.0f, 0.0f),
vec3(-1.0f, 1.0f, 0.0f),
vec3( 0.0f, -1.0f, 0.0f)
);
const vec3 colors[3] = vec3[3](
vec3(1.0f, 0.0f, 0.0f),
vec3(0.0f, 1.0f, 0.0f),
vec3(0.0f, 0.0f, 1.0f)
);
gl_Position = vec4(positions[gl_VertexIndex], 1.0f);
out_color = colors[gl_VertexIndex];
}