diff --git a/data/shaders/glsl/meshshader/meshshader.frag b/data/shaders/glsl/meshshader/meshshader.frag index efb12b1c..f425dd4c 100644 --- a/data/shaders/glsl/meshshader/meshshader.frag +++ b/data/shaders/glsl/meshshader/meshshader.frag @@ -10,10 +10,10 @@ layout (location = 0) in VertexInput { vec4 color; } vertexInput; -layout(location = 0) out vec4 FragColor; +layout(location = 0) out vec4 outFragColor; void main() { - FragColor = vertexInput.color; + outFragColor = vertexInput.color; } \ No newline at end of file diff --git a/data/shaders/glsl/meshshader/meshshader.frag.spv b/data/shaders/glsl/meshshader/meshshader.frag.spv index 115402ae..14a5c003 100644 Binary files a/data/shaders/glsl/meshshader/meshshader.frag.spv and b/data/shaders/glsl/meshshader/meshshader.frag.spv differ diff --git a/data/shaders/glsl/meshshader/meshshader.mesh b/data/shaders/glsl/meshshader/meshshader.mesh index d75f7dba..5a958817 100644 --- a/data/shaders/glsl/meshshader/meshshader.mesh +++ b/data/shaders/glsl/meshshader/meshshader.mesh @@ -19,18 +19,18 @@ layout(triangles, max_vertices = 3, max_primitives = 1) out; layout(location = 0) out VertexOutput { - vec4 color; + vec4 color; } vertexOutput[]; void main() { - SetMeshOutputsEXT(3, 1); - mat4 mvp = ubo.projection * ubo.view * ubo.model; - gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0); - gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0); - gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0); - vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0); - vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0); - vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0); - gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2); + SetMeshOutputsEXT(3, 1); + mat4 mvp = ubo.projection * ubo.view * ubo.model; + gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0); + gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0); + gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0); + vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0); + vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0); + vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0); + gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2); }