begin refactoring code to use a single vertex buffer for all shapes

This commit is contained in:
2025-09-11 01:31:19 +01:00
parent 62e5777f75
commit 781691060c
2 changed files with 26 additions and 155 deletions

View File

@@ -2,13 +2,13 @@ structure GlShaders =
struct
val xyrgbVertexShaderString =
"#version 300 es\n\
\layout (location = 0) in vec2 apos;\n\
\layout (location = 0) in vec3 apos;\n\
\layout (location = 1) in vec3 col;\n\
\out vec3 frag_col;\n\
\void main()\n\
\{\n\
\ frag_col = col;\n\
\ gl_Position = vec4(apos.x, apos.y, 0.0f, 1.0f);\n\
\ gl_Position = vec4(apos.x, apos.y, apos.z, 1.0f);\n\
\}"
val rgbFragmentShaderString =