#version 460

#extension GL_EXT_buffer_reference : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : require

#include "structures.layout"

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];
}

