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2 years ago
#version 330 core
layout (location = 0) in vec3 vertices;
layout (location = 1) in float distances;
uniform vec4 ourColor;
out float dist;
out vec4 color;
uniform mat4 MVP;
void main()
{
dist = distances;
gl_Position = MVP * vec4(vertices,1.0);
color = ourColor;
}