#version 450 core layout (location = 0) in vec3 position; layout (location = 1) in vec4 color; layout (location = 2) in vec4 boxes; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vColor; out vec2 boxOut; out vec2 boxIn; void main() { gl_Position = theMat * vec4(position.xyz,1); vColor = color; boxOut = boxes.xy ; boxIn = boxes.zw ; }