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#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);
}
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