#version 330 layout (location = 0) in vec3 Position; uniform float gScale; uniform mat4 view; uniform mat4 proj; uniform mat4 model; uniform int icount; flat out int vID; flat out int maxID; void main() { gl_Position = proj * view * model * vec4(Position, 1.0); // gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0); vID = gl_VertexID; maxID = icount; }