#version 330 core layout (location = 0) in vec3 Position; layout (location = 1) in float BlockID; layout (location = 2) in float Configuration; out VS_OUT { int BlockID; int Configuration; } vs_out; uniform mat4 Transform; void main() { vs_out.BlockID = int(BlockID); vs_out.Configuration = int(Configuration); gl_Position = vec4(Position.xyz, 1.0); }