#include <bnb/glsl.vert>

BNB_LAYOUT_LOCATION(0)
BNB_IN vec3 attrib_pos;
BNB_LAYOUT_LOCATION(2)
BNB_IN vec2 attrib_uv;
BNB_LAYOUT_LOCATION(3)
BNB_IN vec4 attrib_red_mask;
BNB_OUT(0)
float var_mask;

void main()
{
    if (fake_skin_nn_active.x < 0.5) {
        gl_Position = vec4(2., 2., 0., 1.); // skip drawing: move all verts outside of view
        return;
    }
    gl_Position = bnb_MVP * vec4(attrib_pos, 1.);
    var_mask = 1. - (attrib_red_mask.y + attrib_red_mask.z);
}
