Rendering from vertex buffer
This commit is contained in:
@@ -1,22 +1,11 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
|
||||
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];
|
||||
gl_Position = vec4(inPosition, 0.0 , 1.0);
|
||||
fragColor = inColor;
|
||||
}
|
||||
Reference in New Issue
Block a user