#version 450 layout(location = 0) in vec3 entityPos; layout(location = 1) in vec3 entityNormal; layout(location = 2) in vec3 entityTangent; layout(location = 3) in vec3 entityBitangent; layout(location = 4) in vec2 entityTextCoords; layout(push_constant) uniform matrices { mat4 modelMatrix; uint materialIdx; } push_constants; layout (location = 0) out vec2 outTextCoord; layout (location = 1) out flat uint outMaterialIdx; void main() { outTextCoord = entityTextCoords; outMaterialIdx = push_constants.materialIdx; gl_Position = push_constants.modelMatrix * vec4(entityPos, 1.0f); }