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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];
}
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