Updated shader to now require a vertex buffer to be bound
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@@ -1,21 +1,11 @@
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#version 450
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#version 450
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec3 in_colour;
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layout(location = 0) out vec3 fragColour;
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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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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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void main()
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{
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{
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = vec4(in_position, 0.0, 1.0);
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fragColour = colours[gl_VertexIndex];
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fragColour = in_colour;
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}
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}
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