Files
Trac3r-rust/resources/shaders/color-passthrough.vert

21 lines
352 B
GLSL

#version 450
// These come in from the vertex definition
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
// These are made up in the shader themselves
layout(location = 0) out vec4 out_color;
void main() {
out_color = color;
gl_Position = vec4(v_position, 1.0);
}