#version 450 #extension GL_GOOGLE_include_directive : enable #include "entity.h" layout (set = 0, binding = 0) uniform #include "matrices.h" ; layout (set = 1, binding = 0) buffer Entities { Entity entities[]; }; layout (location = 0) in vec4 vertex; layout (location = 1) in vec4 tl_uv; layout (location = 2) in uint entid; layout (location = 0) out vec4 tl_st; layout (location = 1) out vec3 direction; layout (location = 2) out vec4 color; void main (void) { // geometry shader will take care of Projection and View vec3 vert = vertex * entities[entid].transform; gl_Position = vec4 (vert, 1); direction = (Sky * vertex).xyz; tl_st = tl_uv; color = entities[entid].color; }