Change vertex buffer handling
Previously vertex data was only in shaders. I have removed it from there and put hardcoded vertex data into cpp source code.
This commit is contained in:
1 parent
e7b9d4a32f
commit
34665e1c2e
5 files changed
+177
-29
No files matched your search
+5
-14
@@ -1,20 +1,11 @@
|
||||
#version 450
|
||||
|
||||
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(1.0, 0.0, 0.0),
|
||||
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);
|
||||
fragColor = inColor;
|
||||
}
|
||||
Reference in new issue
Block a user