#version 450 #extension GL_GOOGLE_include_directive : enable #include "vulkan_test_include.glsl" // 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_normal; layout(location = 2) in vec3 vertex_tangent; layout(constant_id = 0) const int QUALITY_LEVEL = 64; // Specialization constant test layout( push_constant ) uniform constants { vec3 fade_color; mat4 model_matrix; } PushConstants; void main() { gl_Position = vec4(vertex_position * 0.5, 1.0); fragColor = vertex_normal * 0.25 + vec3(0.5, 0.5, 0.5) * VULKAN_TEST_BRIGHTNESS; }