#version 460 layout (location = 0) in vec2 pos; layout (location = 1) in vec2 texCoord; layout (location = 2) in float layer; out vec2 tc; flat out int tex_layer; uniform mat4 projection; uniform mat4 mv_matrix; void main(void) { gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0); tc = texCoord; tex_layer = int(layer); }