#version 450 layout(location = 0) in vec3 inCoord; layout(location = 0) out vec3 outCoord; layout(location = 1) out float vertexIndex; void main() { outCoord = inCoord * 0.5 + 0.5; vertexIndex = gl_VertexIndex; gl_Position = vec4(inCoord, 1.0); }