// Flat Color Shader #type vertex #version 460 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; layout(std140, binding = 0) uniform Camera { mat4 u_ViewProjection; }; void main() { gl_Position = u_ViewProjection * vec4(a_Position, 1.0f); } #type fragment #version 460 core layout(location = 0) out vec4 color; void main() { color = vec4(1.0f, 0.0f, 0.0f, 1.0f); }