27 lines
591 B
GLSL
27 lines
591 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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// 顶点位置输入变量
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texture;
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layout (location = 2) in vec3 normal;
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layout (location = 3) in vec3 tangent;
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layout (location = 4) in vec4 weights;
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layout (location = 5) in uvec4 bones;
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// 顶点位置输出变量
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//out vec4 outPosition;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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} |