// Debug shader for drawing things in red. Uses the same conventions as direct_basic, see there for more details #version 430 core layout (location = 0) in vec3 position_in; out vec4 fragment_color; void main() { gl_Position = vec4((position_in.x - 0.5) * 16., -(position_in.y - 0.5) * 32, position_in.z * 2 - 1., 1.0); // scissoring area adjust gl_Position.y *= 512.0/448.0; fragment_color = vec4(1.0, 0, 0, 0.7); }