17 lines
415 B
GLSL
17 lines
415 B
GLSL
#version 460
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// Same interface as mesh.vert, only the object ID is used
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec4 inTangent;
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layout (location = 4) flat in uint inMaterialID;
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layout (location = 5) flat in uint inObjectID;
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layout (location = 0) out uint outObjectID;
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void main()
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{
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outObjectID = inObjectID;
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}
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