#version 330 core layout (location = 0) in vec3 aPos; layout (location = 2) in vec2 texCoord; out vec2 FragCoord; out float Time; out vec2 MousePos; out vec3 CamPos; out vec3 CamDir; uniform float iTime; uniform vec2 iMousePos; uniform vec3 iCamPos; uniform vec3 iCamDir; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); FragCoord = texCoord; Time=iTime; MousePos = iMousePos; CamPos = iCamPos; CamDir = iCamDir; }