1#version 450 core 2 3layout (location = 0) in vec3 aPos; 4layout (location = 1) in vec2 aTexCoords; 5 6layout (binding = 0) uniform block { 7 const mat4 model; 8 const mat4 view; 9 const mat4 projection; 10}; 11 12layout (location = 0) out Vertex 13{ 14 vec3 color; 15 vec3 worldSpacePos; 16 vec3 worldSpaceNorm; 17 const vec2 texCoord1; 18 flat int cameraIndex; 19 float ii; 20} vs_out; 21 22void main() 23{ 24 gl_Position = projection * view * model * vec4(Pos, 1.0); 25 vs_out.texCoord1 = aTexCoords; 26} 27 28