#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) out vec3 fragColor; vec2 positions[3] = vec2[](vec2 (0.0, -0.5), vec2 (0.5, 0.5), vec2 (-0.5, 0.5)); vec3 colors[3] = vec3[](vec3 (1.0, 0.0, 0.0), vec3 (0.0, 1.0, 0.0), vec3 (0.0, 0.0, 1.0)); void main () { gl_Position = vec4 (positions[gl_VertexIndex], 0.0, 1.0); fragColor = colors[gl_VertexIndex]; }