#version 310 es | |
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); | |
vec4 vtx_main(uint VertexIndex) { | |
return vec4(pos[VertexIndex], 0.0f, 1.0f); | |
} | |
void main() { | |
vec4 inner_result = vtx_main(uint(gl_VertexID)); | |
gl_Position = inner_result; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} | |
#version 310 es | |
precision mediump float; | |
layout(location = 0) out vec4 value; | |
vec4 frag_main() { | |
return vec4(1.0f, 0.0f, 0.0f, 1.0f); | |
} | |
void main() { | |
vec4 inner_result = frag_main(); | |
value = inner_result; | |
return; | |
} |