#version 450 #extension GL_KHR_vulkan_glsl : enable //#include "ShaderDescriptorDefinitions.glsl" layout(location = 0) in vec4 positionalOffset; layout(location = 1) in unsigned int glyphIndex; layout(location = 0) out struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 normal; // location = 2 } Out; // material stuff layout(location = 3) out struct { uint eid; } Out2; layout(set = 2, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; mat4 viewMat; mat4 projMat; } cameraData; void main() { Out2.eid = integerData[0]; // clip space for rendering gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); }