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