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