10layout(location = 0) in vec2 in_position;
11layout(location = 1) in vec4 in_colour;
13layout(binding = 0) uniform UBO {
17layout(location = 0) out vec4 out_colour;
20 gl_Position = ubo.proj * vec4(in_position, 0.0, 1.0);
21 out_colour = in_colour;
28layout(location = 0) in vec4 in_colour;
30layout(location = 0) out vec4 out_colour;
33 out_colour = in_colour;
Definition instance.hpp:10
constexpr std::string_view VERTEX_SHADER
Definition shader.hpp:7
constexpr std::string_view FRAGMENT_SHADER
Definition shader.hpp:25