#version 330 core layout (location = 0) in vec2 vertex; layout (location = 1) in vec3 acolor; layout (location = 2) in vec2 apos; layout (location = 3) in float aradius; layout (location = 4) in float afill; out vec2 coords; out float radius; out vec3 fcolor; uniform mat4 proj; void main() { gl_Position = proj * vec4((vertex * aradius) + apos, 0.0, 1.0); coords = vertex.xy; fcolor = acolor; radius = aradius; }