24 lines
No EOL
480 B
Text
24 lines
No EOL
480 B
Text
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vertex_shader [[
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layout(std140, binding = 4) uniform Model {
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mat4 u_model;
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};
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layout(location = 0) in vec3 i_position;
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void main() {
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vec2 pos = vec2(gl_VertexID & 1, (gl_VertexID & 2) * 0.5) * 0.05;
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gl_Position = u_camera_projection * u_camera_view * u_model * vec4(i_position.xy + pos, i_position.z, 1);
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}
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]]
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fragment_shader [[
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layout(location = 0) out vec4 o_color;
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void main() {
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o_color = vec4(1, 0, 0, 1);
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}
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]] |