#version 330 core layout(location = 0) in ivec3 v_apos; layout(location = 1) in ivec3 v_bpos; layout(location = 2) in mat2 v_rot; layout(location = 4) in float v_reps; flat out ivec3 apos; flat out ivec3 bpos; flat out mat2 rot; flat out float reps; flat out float dist; include(`networkCommon.glsl') void main() { apos = v_apos; bpos = v_bpos; rot = v_rot; reps = v_reps; dist = segDist(v_apos, v_bpos); }