#version 450 core layout(push_constant ) uniform pc { mat4 view_projection; }; vec3 positions[3] = vec3[]( vec3(0.0, -0.5, 0.5), vec3(0.5, 0.5, 0.5), vec3(-0.5, 0.5, 0.5) ); vec3 colors[3] = vec3[]( vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0) ); layout(location = 0) out vec3 out_frag_color; void main() { gl_Position = view_projection * vec4(positions[gl_VertexIndex], 1.0); out_frag_color = colors[gl_VertexIndex]; }