#version 150 in vec3 position; in vec2 texCoord; in int faceIndex; uniform mat4 projectionTransform; uniform mat4 viewTransform; uniform mat4 modelTransform; flat out int vertFaceIndex; out vec2 vertTexCoord; void main() { vertFaceIndex = faceIndex; vertTexCoord = texCoord; gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0); }