#include "header.glsl" layout (location = 0) in vec4 v_pos; layout (location = 1) in vec4 v_colour; layout (location = 2) in vec2 v_screen_offset; layout (location = 3) in vec2 v_uv; layout (location = 4) in uint v_texid; out VS_OUT { vec4 pos; vec4 colour; vec2 uv; flat uint texid; } vout; uniform mat4 u_model = mat4(1); uniform mat4 u_view = mat4(1); uniform mat4 u_projection = mat4(1); void main() { mat4 mat_mv = u_view * u_model; vout.pos = mat_mv * v_pos; vout.colour = v_colour; vout.uv = v_uv; vout.texid = v_texid; gl_Position = u_projection * (vout.pos + vec4(v_screen_offset, 0, 0)); }