#version 150 in vec2 inPosition; in vec4 inColorLeft; in vec4 inColorRight; in float inEdge; in float inMidpoint; uniform mat4 projectionTransform; out vec4 colorLeft; out vec4 colorRight; out float edge; out float midpoint; void main() { colorLeft = inColorLeft; colorRight = inColorRight; edge = inEdge; midpoint = inMidpoint; gl_Position = projectionTransform * vec4(inPosition, 0.0, 1.0); }