blob: d9de08e36bc2243d12db332dae5c1ec0d7cdf409 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
|
#version 150
// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
in vec2 in_Position;
in vec3 in_Color;
// We output the ex_Color variable to the next shader in the chain
out vec3 ex_Color;
void main(void) {
// Since we are using flat lines, our input only had two points: x and y.
// Set the Z coordinate to 0 and W coordinate to 1
gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
// GLSL allows shorthand use of vectors too, the following is also valid:
// gl_Position = vec4(in_Position, 0.0, 1.0);
// We're simply passing the color through unmodified
ex_Color = in_Color;
}
|