#version 430 core layout (location = 0) in vec3 position; layout (location = 1) in vec4 color; layout (location = 2) in vec4 boxes; out vec4 vColor; out vec2 boxOut; out vec2 boxIn; uniform vec2 winSize; uniform float zoom; uniform float rotation; uniform vec2 translation; uniform mat4 worldMat; void main() { gl_Position = worldMat * vec4(position.xyz,1); vColor = color; boxOut = boxes.xy ; boxIn = boxes.zw ; }