#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vUv; layout(location = 0) out vec2 fUv; layout(location = 1) out flat uint fChannels; layout(binding = 0) uniform Transform { mat4 proj; mat4 view; mat4 model; int channels; } trans; void main() { gl_Position = trans.proj * trans.view * trans.model * vec4(vPos, 1.0); fUv = vUv; fChannels = trans.channels; }