#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out uint isOverlay; void main() { if (gl_VertexIndex < 0) { fragColor = inColor; isOverlay = 0; } else { fragColor = inColor; isOverlay = 1; } fragTexCoord = inTexCoord; gl_Position = vec4(inPosition, 1.0); }