- Add tests/RHI/OpenGL/integration/triangle/ with main.cpp, CMakeLists.txt - Add GLSL shaders (triangle.vert, triangle.frag) for vertex/fragment shading - Use OpenGLVertexArray, OpenGLBuffer, OpenGLShader, OpenGLPipelineState - Disable depth test to allow 2D triangle rendering - GT.ppm reused from D3D12 triangle test (0% diff)
8 lines
90 B
GLSL
8 lines
90 B
GLSL
#version 460
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in vec4 vColor;
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out vec4 fragColor;
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void main() {
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fragColor = vColor;
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} |