#version 330 core layout (location = 0) in vec3 inPosition; layout (location = 1) in vec2 inTexCoords; in int inLightType; in vec3 inLightPosition; in vec3 inLightAmbient; in vec3 inLightDiffuse; in vec3 inLightSpecular; flat out int outLightType; out vec3 outLightPosition; out vec3 outLightAmbient; out vec3 outLightDiffuse; out vec3 outLightSpecular; out vec2 outTexCoords; void main() { gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0); outLightType = inLightType; outLightPosition = inLightPosition; outLightAmbient = inLightAmbient; outLightDiffuse = inLightDiffuse; outLightSpecular = inLightSpecular; outTexCoords = inTexCoords; }