#version 450 layout(binding = 0) uniform UniformBufferObject{ mat4 model; mat4 view; mat4 proj; }ubo; layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; /* vec2 positions[3] = vec2[]( vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5) ); vec3 colors[3] = vec3[]( vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0) ); */ void main(){ // gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); // fragColor = colors[gl_VertexIndex]; // gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0); fragColor = inColor; }