#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=0) in vec3 inPos; layout(location=1) in vec4 inColor; layout(location=2) in vec4 inParams; out gl_PerVertex { vec4 gl_Position; }; layout(location=1) out vec4 fsColor; layout(location=2) out vec4 fsParams; void main() { fsColor = inColor; fsParams = inParams; gl_Position = vec4(inPos,1); }