#version 330 core @include "light_struct" layout (location = 0) in vec3 in_position; layout (location = 1) in vec2 in_tex_coords; uniform sampler2D diffuse, position, texcoord, normal, depth; uniform int light_count; uniform Light lights[7]; out vec2 out_tex_coords; flat out int out_light_count; flat out Light out_lights[7]; void main() { gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0); out_tex_coords = in_tex_coords; out_light_count = light_count; for(int i = 0; i < light_count; i++) { out_lights[i] = lights[i]; } }