FroggyGreen
1ec76f56c8
The renderer now allows instancing. The way this works is by having to vertex buffers. One contains the normal vertex geometry data, the other contains per-instance data.
11 lines
136 B
GLSL
11 lines
136 B
GLSL
#version 460
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layout(location = 0) in vec4 fragColor;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = fragColor;
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}
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