#version 460 core layout (location = 2) in vec4 aPos; layout (location = 4) in vec4 aColour; layout (location = 5) in vec3 aMaterial; layout (location = 6) in float aTransformIndex; uniform mat4 model; uniform mat4 camera; out flat int should_ignore; void main() { gl_Position = camera * model * aPos; should_ignore = int(aTransformIndex >= 0.f || aMaterial[2] > 0.f || aColour.a < 1.f); }