Updated shaders to produce RGB triangle
This commit is contained in:
@@ -1,7 +1,9 @@
|
|||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout (location = 0) out vec4 outcolour;
|
layout(location = 0) in vec3 fragColour;
|
||||||
|
layout(location = 0) out vec4 outColour;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
outcolour = vec4(1.0, 0.0, 0.0, 1.0);
|
outColour = vec4(fragColour, 1.0);
|
||||||
}
|
}
|
||||||
@@ -1,11 +1,21 @@
|
|||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
vec2 positions[3] = {
|
layout(location = 0) out vec3 fragColour;
|
||||||
|
|
||||||
|
vec2 positions[3] = vec2[](
|
||||||
vec2(0.0, -0.5),
|
vec2(0.0, -0.5),
|
||||||
vec2(0.5, 0.5),
|
vec2(0.5, 0.5),
|
||||||
vec2(-0.5, 0.5)
|
vec2(-0.5, 0.5)
|
||||||
};
|
);
|
||||||
|
|
||||||
|
vec3 colours[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()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||||
|
fragColour = colours[gl_VertexIndex];
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user