#version 450 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec4 a_color; layout(location = 2) in vec2 a_textureCoordinates; layout(location = 3) in uint a_textureIndex; out vec4 v_color; out vec2 v_textureCoordinates; out flat uint v_textureIndex; void main() { v_color = a_color; v_textureCoordinates = a_textureCoordinates; v_textureIndex = a_textureIndex; // Vclip = Model transform * Vlocal gl_Position = vec4(a_position, 1.0f); }