#version 150 in vec3 position; in vec2 texCoord; in vec4 color; in float offset; in float gray; in float dark; uniform mat4 projectionTransform; uniform mat4 viewTransform; uniform mat4 modelTransform; out vec2 vertTexCoord; out vec4 vertColor; out float vertOffset; out float vertGray; flat out float vertDark; void main() { vertTexCoord = texCoord; vertColor = color; vertOffset = offset; vertGray = gray; vertDark = dark; gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0); }