#version 460 layout (location = 0) in vec3 pos; layout (location = 1) in vec2 texCoord; layout (location = 2) in float layer; out vec2 tc; flat out int tex_layer; out float v_depth; uniform mat4 mv_matrix; uniform mat4 proj_matrix; void main(void) { vec4 view_pos = mv_matrix * vec4(pos, 1.0); gl_Position = proj_matrix * view_pos; tc = texCoord; tex_layer = int(layer); v_depth = -view_pos.z; }