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evk/shaders/tri.vert
2025-07-02 12:37:15 +03:00

16 lines
417 B
GLSL

#version 450
#pragma shader_stage(vertex)
// in layout(location=0) vec2 position;
layout(set=0, binding=0) uniform data {
vec4 positions[3];
} vertexData;
void main() {
// gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
// gl_Position = vec4(position, 0.0, 1.0);
// gl_Position = vec4(inputData.positions[gl_VertexIndex], 0.0, 1.0);
gl_Position = vertexData.positions[gl_VertexIndex];
}