#pragma once #include namespace kel { namespace lbm { constexpr std::string_view shader_basic_vertex = R"( #version 330 core layout(location=0) in vec2 vertices; layout(location=1) in vec2 v_uv; out vec2 uv; void main(){ uv = v_uv; gl_Position = vec4(vertices, 0.0, 1.0); } )"; constexpr std::string_view shader_basic_fragment = R"( #version 330 core in vec2 uv; out vec4 color; uniform sampler2D tex_sampler; void main(){ color = texture(tex_sampler, uv); color.r = 0.8; } )"; } }