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