#version 430 core layout (location = 0) in vec4 poss; layout (location = 1) in vec4 backPoss; out vec4 vBackPoss; //uniform vec2 winSize; //uniform float zoom; //uniform float rotation; //uniform vec2 translation; //uniform mat4 worldMat; void main() { gl_Position = poss; vBackPoss = backPoss; }