#version 450 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoords; layout (binding = 0) uniform block { const mat4 model; const mat4 view; const mat4 projection; }; layout (location = 0) out Vertex { vec3 color; vec3 worldSpacePos; vec3 worldSpaceNorm; const vec2 texCoord1; flat int cameraIndex; float ii; } vs_out; void main() { gl_Position = projection * view * model * vec4(Pos, 1.0); vs_out.texCoord1 = aTexCoords; }