#version 450 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 texCoord; layout (location = 2) in float texIndex; layout (location = 3) in mat4 theModelMatrix; out vec3 textureCoord; uniform mat4 theViewMatrix; uniform mat4 theProjMatrix; void main() { gl_Position = theProjMatrix * theViewMatrix * theModelMatrix * vec4(position, 1.0); textureCoord = vec3(1.0 - texCoord.x, 1.0 - texCoord.y, texIndex); }