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Vulkan-Samples/shaders/fragment_shader_barycentric/object.vert
T
2025-09-04 10:54:47 +08:00

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GLSL

#version 450
/* Copyright (c) 2023, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec3 outColor;
vec3 triangleColors[6] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 1.0, 0.0),
vec3(1.0, 0.0, 0.0)
);
void main()
{
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
outColor = triangleColors[gl_VertexIndex % 6];
}