#version 430 core layout (location = 0) in vec3 pos; layout (location = 1) in vec4 col; layout (location = 2) in vec3 boxXboxYwidth; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vCol; out vec3 vPos; out vec3 vparams; void main() { gl_Position = theMat * vec4(pos,1); vCol = col; vparams = boxXboxYwidth; vPos = pos; }