diff --git a/shadersrc/mesh.vert b/shadersrc/mesh.vert index 2fe8dfb..f971b7e 100644 --- a/shadersrc/mesh.vert +++ b/shadersrc/mesh.vert @@ -2,9 +2,9 @@ layout (location = 0) in vec3 vPosition; layout (location = 1) in vec3 vNormal; -layout (location = 2) in vec3 vColor; +layout (location = 2) in vec4 vColor; -layout (location = 0) out vec3 outColor; +layout (location = 0) out vec4 outColor; void main() { diff --git a/shadersrc/rainbow.frag b/shadersrc/rainbow.frag index 7c5b0e7..e5ef1d1 100644 --- a/shadersrc/rainbow.frag +++ b/shadersrc/rainbow.frag @@ -1,9 +1,9 @@ #version 450 -layout(location = 0) in vec3 fragColor; +layout(location = 0) in vec4 fragColor; layout(location = 0) out vec4 outColor; void main() { - outColor = vec4(fragColor, 1.0); + outColor = fragColor; } diff --git a/shadersrc/rainbow.vert b/shadersrc/rainbow.vert index f5b2f8d..bad83ef 100644 --- a/shadersrc/rainbow.vert +++ b/shadersrc/rainbow.vert @@ -1,6 +1,6 @@ #version 450 -layout(location = 0) out vec3 fragColor; +layout(location = 0) out vec4 fragColor; vec2 positions[3] = vec2[]( vec2(0.0, -0.5), @@ -8,10 +8,10 @@ vec2 positions[3] = vec2[]( 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) +vec4 colors[3] = vec4[]( + vec4(1.0, 0.0, 0.0, 1.0), + vec4(0.0, 1.0, 0.0, 1.0), + vec4(0.0, 0.0, 1.0, 1.0) ); void main() {