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- #version 300 es
- #extension GL_EXT_separate_shader_objects : enable
-
- precision mediump float;
-
- layout(location = 0) out vec3 fragColor;
-
- vec3 positions[6] = vec3[](
- vec3(0.5, -0.5, 0.4),
- vec3(0.5, 0.5, 0.4),
- vec3(-0.5, 0.5, 0.4),
- vec3(-0.5, -0.5, 0.6),
- vec3(0.5, 0.5, 0.6),
- vec3(-0.5, 0.5, 0.6)
- );
-
- vec3 colors[6] = vec3[](
- vec3(1.0, 0.0, 0.0),
- vec3(1.0, 0.0, 0.0),
- vec3(1.0, 0.0, 0.0),
- vec3(0.0, 1.0, 0.0),
- vec3(0.0, 1.0, 0.0),
- vec3(0.0, 1.0, 0.0)
- );
-
- void main() {
- gl_Position = vec4(positions[gl_VertexID], 1.0);
- fragColor = colors[gl_VertexID];
- }
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