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