#version 430

layout (location=0) in vec3 pos;
layout (location=1) in vec2 uv;
layout (location=2) in vec3 vel;
layout (location=3) in vec3 col;
layout (location=4) in float age;
layout (location=5) in float rec;
layout (location=6) in float ageSplit;
layout (location=7) in vec4 posInit;
// layout (location=7) in vec4 posScr;

out vec3 posV;
out vec2 uvV;
out vec3 velV;
out vec3 colV;
out float ageV;
out float recV;
out float ageSplitV;
out vec4 posInitV;
// out vec4 posScrV;


// out int vertexIDV;

uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform float g_time;

void main() {
    posV = pos;
    uvV = uv;
    velV = vel;
    colV = col;
    ageV = age;
    recV = rec;
    ageSplitV = ageSplit;
    posInitV = posInit;

//    vertexIDV = gl_VertexID;
    // posScrV = posScr;

}
