#version 460 core #extension GL_ARB_shading_language_include : enable #include "commonLocationData.glsl" layout(location = 0) in uint index; uniform ivec3 viewPoint; uniform vec3 centre; out float vmodelYaw; out ivec3 vworldPos; void main() { vmodelYaw = locations[cldIndex[index]].rotation.x; vworldPos = locations[cldIndex[index]].position.xyz - viewPoint + ivec3(centre); }