#version 450 #extension GL_GOOGLE_include_directive : enable layout (location = 0) in vec3 position; layout (location = 1) in vec2 texture; layout (location = 2) in vec3 normal; layout (location = 3) in vec3 tangent; layout (location = 4) in vec4 weights; layout (location = 5) in uvec4 bones; //out vec4 outPosition; out gl_PerVertex { vec4 gl_Position; }; vec2 positions[3] = vec2[]( vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5) ); void main() { gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); }