#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 geom_rot; mat4 view; mat4 proj; bool[16] use_geom_shader; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 3) in vec3 inSize; layout(location = 0) out vec3 geoColor; layout(location = 1) out vec2 geoTexCoord; layout(location = 2) out vec3 geoSize; void main() { if (ubo.use_geom_shader[0]) { gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0); } else { gl_Position = ubo.proj * ubo.view * ubo.geom_rot * ubo.model * vec4(inPosition, 1.0); } geoColor = inColor; geoTexCoord = inTexCoord; geoSize = inSize; }