#version 450 layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTexCoord; layout(location = 0) out vec2 texCoord; layout(location = 1) out float zValue; layout(std140, binding = 1) uniform qt3d_command_uniforms { mat4 modelMatrix; mat4 inverseModelMatrix; mat4 modelViewMatrix; mat3 modelNormalMatrix; mat4 inverseModelViewMatrix; mat4 mvp; mat4 inverseModelViewProjectionMatrix; }; void main() { texCoord = vertexTexCoord; zValue = vertexPosition.z; gl_Position = mvp * vec4(vertexPosition.xy, 0.0, 1.0); }