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#version 450 #extension GL_ARB_separate_shader_objects : enable out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec3 color; vec2 positions[3] = vec2[]( vec2( 0.0, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 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) ); void main() { gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); color = colors[gl_VertexIndex]; }