#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec2 aTexCoord; layout (location = 3) in vec2 aTexpageCoords; layout (location = 4) in vec2 aClut; out vec3 ourColor; out vec2 TexCoord; flat out vec2 texpageCoords; flat out vec2 clut; uniform int colourDepth; void main() { gl_Position = vec4(float(aPos.x) / 512 - 1, -(1 - float(aPos.y) / 256), 0.0, 1.0); ourColor = aColor; TexCoord = aTexCoord; texpageCoords = aTexpageCoords; clut = aClut; }