#version 450 #extension GL_ARB_separate_shader_objects : enable layout (binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out uint isOverlay; void main() { if (gl_VertexIndex < 8) { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; isOverlay = 0; } else { gl_Position = vec4(inPosition, 1.0); fragColor = vec3(1.0, 1.0, 1.0); isOverlay = 1; } fragTexCoord = inTexCoord; }