#ifdef BIND_MESH_TEXTURES_AT_ONCE #extension GL_ARB_shader_draw_parameters : enable #endif layout(std140, set = 1, binding = 0) uniform CameraBuffer { mat4 m_view_matrix; mat4 m_projection_matrix; mat4 m_inverse_view_matrix; mat4 m_inverse_projection_matrix; mat4 m_projection_view_matrix; mat4 m_inverse_projection_view_matrix; } u_camera; struct ObjectData { vec3 m_translation; float m_hue_change; vec4 m_rotation; vec3 m_scale; uint m_custom_vertex_color; int m_skinning_offset; int m_material_id; vec2 m_texture_trans; }; layout(std140, set = 1, binding = 1) readonly buffer ObjectBuffer { ObjectData m_objects[]; } u_object_buffer; layout(std140, set = 1, binding = 2) readonly buffer SkinningMatrices { mat4 m_mat[]; } u_skinning_matrices; #ifdef BIND_MESH_TEXTURES_AT_ONCE layout(std430, set = 1, binding = 3) readonly buffer MaterialIDs { int m_material_id[]; } u_material_ids; #endif layout(location = 0) in vec3 v_position; layout(location = 1) in vec4 v_normal; layout(location = 2) in vec4 v_color; layout(location = 3) in vec2 v_uv; layout(location = 4) in vec2 v_uv_two; layout(location = 5) in vec4 v_tangent; layout(location = 6) in ivec4 v_joint; layout(location = 7) in vec4 v_weight; layout(location = 0) out vec4 f_vertex_color; layout(location = 1) out vec2 f_uv; layout(location = 2) out vec2 f_uv_two; layout(location = 3) flat out int f_material_id; layout(location = 4) out float f_hue_change;