#version 430 core layout (location = 0) in vec4 params; layout (location = 1) in vec2 winSizea; out vec4 vParams; out vec2 vWinSize; uniform vec2 winSize; uniform float zoom; uniform vec2 translation; uniform float rotation; uniform mat4 worldMat; void main() { gl_Position = vec4(0,0,0,0); vParams = params; vWinSize = winSize; }