| #version 450 | |
| #extension GL_ARB_separate_shader_objects : enable | |
| layout(location = 0) out vec3 fragColor; | |
| 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); | |
| fragColor = colors[gl_VertexIndex]; | |
| } |