Updated shader to now require a vertex buffer to be bound

This commit is contained in:
2025-07-10 00:46:00 +10:00
parent d9fb50c1a4
commit f719c5875b

View File

@@ -1,21 +1,11 @@
#version 450 #version 450
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec3 in_colour;
layout(location = 0) out vec3 fragColour; layout(location = 0) out vec3 fragColour;
vec2 positions[3] = vec2[](
vec2(0.0, -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(in_position, 0.0, 1.0);
fragColour = colours[gl_VertexIndex]; fragColour = in_colour;
} }