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#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);
}
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