#version 450 #pragma shader_stage(vertex) layout(location=0) in vec4 position; layout(location=1) in vec4 color; layout(location=0) out vec3 outColor; void main() { /* vec3 points[] = { vec3(-0.5f, -0.5f, 0.0f), vec3(0.5f, -0.5f, 0.0f), vec3(0.0f, 0.5f, 0.0f) }; vec3 colors[] = { vec3( 1.0f, 0.0f, 0.0f ), vec3( 0.0f, 1.0f, 0.0f ), vec3( 0.0f, 0.0f, 1.0f ), }; gl_Position = vec4(points[gl_VertexIndex], 1.0f); outColor = vec3(colors[gl_VertexIndex]); //*/ //* gl_Position = vec4(position.xyz, 1.0f); outColor = vec3(color.rgb); //*/ }