// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // layout(std140) uniform Transform { mat4 ModelViewMatrix; mat4 ProjectionMatrix; mat4 ModelViewProjectionMatrix; }; //-------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec3 position; layout (location=1) in vec3 color; out vec4 fragColor; void main() { fragColor = vec4(color,1.0); gl_Position = ModelViewProjectionMatrix * vec4(position, 1); } #endif //-------------------------------------------------------------- // Fragment Shader //-------------------------------------------------------------- #ifdef FRAGMENT_SHADER in vec4 fragColor; out vec4 color; void main() { color = fragColor; } #endif