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#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);
}
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