1 line
356 B
GLSL
1 line
356 B
GLSL
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#version 450
#extension GL_ARB_separate_shader_objects: enable
// NOTE: names must match the `Vertex` struct in Rust
layout (location = 0) in vec2 pos;
layout (location = 1) in vec3 color;
layout (location = 0) out vec3 fragColor;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
fragColor = color;
}
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