#version 330 core @include "light_struct" layout (location = 0) in vec3 inPosition; layout (location = 1) in vec2 inTexCoords; uniform sampler2D diffuse, position, texcoord, normal, depth; uniform Light light[1]; out vec2 outTexCoords; flat out Light outLight[1]; void main() { gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0); outTexCoords = inTexCoords; outLight = light; }