#version 450 core layout (location = 0) in vec4 posID; layout (location = 1) in vec4 col; layout (location = 2) in vec4 centerSize; layout (location = 3) in vec4 controls; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vPosID; out vec4 vCol; out vec4 vCenterSize; out vec4 vControls; void main() { gl_Position = theMat * vec4(posID.xyz,1); vPosID = posID; vCol = col; vCenterSize = centerSize; vControls = controls; }