Updated shaders to produce RGB triangle
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@@ -1,7 +1,9 @@
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#version 450
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layout (location = 0) out vec4 outcolour;
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layout(location = 0) in vec3 fragColour;
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layout(location = 0) out vec4 outColour;
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void main()
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{
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outcolour = vec4(1.0, 0.0, 0.0, 1.0);
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outColour = vec4(fragColour, 1.0);
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}
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@@ -1,11 +1,21 @@
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#version 450
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vec2 positions[3] = {
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layout(location = 0) out vec3 fragColour;
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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};
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);
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vec3 colours[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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void main()
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{
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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fragColour = colours[gl_VertexIndex];
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}
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