18 lines
530 B
GLSL
18 lines
530 B
GLSL
#version 450 core
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struct PosCol { vec4 pospos; vec4 col; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
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out vec4 vCol;
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out vec4 vPos;
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int indices[6] = {0,1,3,0,3,2};
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void main()
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{
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vCol = data[gl_VertexID / 6].col;
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 5000 : 0);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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}
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