#version 450
#extension GL_ARB_separate_shader_objects: enable

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];
}