#version 430 core layout (location = 0) in vec4 particleData; ////// layout (location = 2) in vec4 iparticleColor; out float intensity; // out vec4 particleColor; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4( particleData.xy, 0, 1); particleColor = iparticleColor; }