#version 450 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec4 a_color; layout(location = 2) in vec2 a_textureCoordinates; layout(location = 3) in float a_textureIndex; layout(location = 4) in float a_width; layout(location = 5) in float a_edge; layout(location = 6) in float a_borderWidth; layout(location = 7) in float a_borderEdge; layout(location = 8) in vec4 a_borderColor; layout(location = 9) in float a_offset; out vec4 v_color; out vec2 v_textureCoordinates; out flat float v_textureIndex; out float v_width; out float v_edge; out float v_borderWidth; out float v_borderEdge; out vec4 v_borderColor; out flat float v_offset; void main() { v_color = a_color; v_textureCoordinates = a_textureCoordinates; v_textureIndex = a_textureIndex; v_width = a_width; v_edge = a_edge; v_borderWidth = a_borderWidth; v_borderEdge = a_borderEdge; v_borderColor = a_borderColor; v_offset = a_offset; gl_Position = vec4(a_position, 1.0f); }