namespace DaggerFramework.Rendering { public class ColorRectShader : Shader { public override string FragmentSource => @" #version 450 layout(location = 0) out vec4 fsout_Color; layout (set = 0, binding = 0) uniform Uniforms { vec4 color; }; void main() { fsout_Color = color; } "; public override string VertexSource => @" #version 450 layout(location = 0) in vec2 Position; // uniform MatrixBlock // { // // mat4 model = mat4(); // // mat4 view; // // mat4 proj; // mat4 transform = mat4(1.0, 1.0, 1.0, 1.0, // 1.0, 1.0, 1.0, 1.0, // 1.0, 1.0, 1.0, 1.0, // 1.0, 1.0, 1.0, 1.0); // }; // mat4 transform = mat4(1.0, 1.0, 0.0, 1.0, // 0.0, 1.0, 1.0, 1.0, // 0.0, 0.0, 1.0, 1.0, // 0.0, 0.0, 0.0, 1.0); mat4 transform = mat4(1.0); void main() { // gl_Position = proj * view * model * vec4(Position, 0, 1); // gl_Position = vec4(Position, 0, 1); gl_Position = transform * vec4(Position, 0, 1); }"; } }