#version 430 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec3 a_normal; layout(location = 2) in vec2 a_texcoord; layout(location = 3) in vec3 a_tangent; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_projection; uniform mat3 u_normal_matrix; // NOTE: We store it as int uniform in C++ for simplicity; GLSL expects uint. uniform uint u_triangle_id_base; out vec3 v_world_position; out vec3 v_world_normal; out vec2 v_texcoord; flat out uint v_triangle_id_base; void main() { vec4 world_pos = u_model * vec4(a_position, 1.0); v_world_position = world_pos.xyz; v_world_normal = normalize(u_normal_matrix * a_normal); v_texcoord = a_texcoord; v_triangle_id_base = u_triangle_id_base; gl_Position = u_projection * u_view * world_pos; }