mirror of
https://github.com/Pixelplanet/Pixel-VR-Player.git
synced 2026-10-20 19:01:28 +02:00
25 lines
633 B
GLSL
25 lines
633 B
GLSL
#version 450
|
|
|
|
// Phase 0/1 test: a pose-anchored triangle 2 m in front of the LOCAL origin.
|
|
// No vertex buffers; positions are hardcoded and transformed by the eye MVP.
|
|
|
|
layout(push_constant) uniform Push {
|
|
mat4 mvp;
|
|
} pc;
|
|
|
|
layout(location = 0) out vec3 vColor;
|
|
|
|
void main() {
|
|
vec3 positions[3] = vec3[](
|
|
vec3( 0.0, 0.5, -2.0),
|
|
vec3(-0.5, -0.5, -2.0),
|
|
vec3( 0.5, -0.5, -2.0));
|
|
vec3 colors[3] = vec3[](
|
|
vec3(1.0, 0.2, 0.2),
|
|
vec3(0.2, 1.0, 0.2),
|
|
vec3(0.2, 0.4, 1.0));
|
|
|
|
gl_Position = pc.mvp * vec4(positions[gl_VertexIndex], 1.0);
|
|
vColor = colors[gl_VertexIndex];
|
|
}
|