#version 330 core layout (location = 0) in vec3 aPos; layout (location = 2) in vec2 texCoord; out vec2 FragCoord; out float Time; out vec3 Ex; out vec3 Ey; out vec3 Ez; out vec3 CamPos; out float fovValue; out float FacteurLargeur; uniform float iTime; uniform vec3 iEx; uniform vec3 iEy; uniform vec3 iEz; uniform vec3 iCamPos; uniform float iFovValue; uniform float iFacteurLargeur; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); FragCoord = texCoord; Time=iTime; Ex = iEx; Ey = iEy; Ez = iEz; CamPos = iCamPos; fovValue = iFovValue; FacteurLargeur=iFacteurLargeur; }