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#version 450
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#extension GL_ARB_shader_draw_parameters : enable
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layout(binding = 0) uniform UniformData {
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mat4 projection;
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mat4 view;
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} u_data;
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layout(location = 0) in vec3 i_pos;
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layout(location = 1) in vec2 i_uv;
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layout(location = 2) in vec3 i_normal;
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layout(location = 0) out flat int o_id;
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layout(location = 1) out vec2 o_uv;
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void main()
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{
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gl_Position = u_data.projection * u_data.view * vec4(i_pos, 1.0);
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o_id = gl_DrawIDARB;
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o_uv = i_uv;
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}
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