#version 330 layout (location = 0) in vec2 aPos; layout (location = 1) in vec3 aColor; out vec3 color; uniform vec2 pos; uniform ivec2 maze; void main() { vec2 cPos = (aPos + pos) / maze; gl_Position = vec4(cPos * 2 - 1, 0, 1); color = aColor; }