#version 460 core #extension GL_ARB_shading_language_include : enable layout(binding = 1) uniform usampler2DRect materialData; #include "commonLocationData.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" uniform mat4 viewProjection; uniform ivec3 viewPoint; layout(location = 5) in uint index; mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonPoint.glsl"