#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(location = 0) out vec4 color; //layout(location = 0) out float fragmentdepth; void main() { // fragmentdepth = gl_FragCoord.z; color = vec4(1.0, 0.0, 0.0, 1.0); }