#version 450 layout(location = 0) in float vertexIndex; layout(location = 1) in float depth; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4( depth, cos(vertexIndex * 0.5) * 0.25 + 0.75, sin(vertexIndex * 0.5) * 0.25 + 0.75, 1.0 ); }