#version 450 // Temporary test shader for vulkan bringup... // See https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules layout(location = 0) out vec3 fragColor; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 vertex_uv; layout(constant_id = 0) const int QUALITY_LEVEL = 64; // Specialization constant test vec3 colors[4] = vec3[]( vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0) ); void main() { gl_Position = vec4(vertex_position * 0.5, 1.0); fragColor = colors[gl_VertexIndex]; }