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Reviewed-on: #62 Co-authored-by: light7734 <light7734@tuta.io> Co-committed-by: light7734 <light7734@tuta.io>
26 lines
477 B
GLSL
26 lines
477 B
GLSL
#version 450 core
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layout(push_constant ) uniform pc {
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mat4 view_projection;
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};
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vec3 positions[3] = vec3[](
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vec3(0.0, -0.5, 0.5),
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vec3(0.5, 0.5, 0.5),
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vec3(-0.5, 0.5, 0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(0.0, 0.0, 0.0),
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vec3(0.0, 0.0, 0.0),
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vec3(0.0, 0.0, 0.0)
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);
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layout(location = 0) out vec3 out_frag_color;
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void main()
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{
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gl_Position = view_projection * vec4(positions[gl_VertexIndex], 1.0);
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out_frag_color = colors[gl_VertexIndex];
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}
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