#version 450 #pragma shader_stage(vertex) layout (location = 0) out vec3 texcoord; layout (location = 1) out vec4 colors[4]; layout (location = 6) out vec3 normals[4][3][2]; void main() { gl_Position = vec4(gl_VertexIndex, 0, 0, 1); texcoord = vec3(0,0,0); colors[1] = vec4(0); normals[3][2][1] = vec3(0); }