#version 450 #define VERTEX #include "rect_bindings.glsl" layout(location = 0) out vec4 frag_color; vec2 verticies[6] = vec2[]( vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0) ); void main() { frag_color = rect_info.color_fill; gl_Position = render_info.projection * rect_info.transform * vec4(verticies[gl_VertexIndex], 0.0f, 1.0f); // gl_Position = vec4(positions[gl_VertexIndex], 0.0f, 0.5f); }