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