#version 460 core #extension GL_ARB_separate_shader_objects : enable layout(location=0) in dvec2 position; layout(location=1) in double in_thing; layout(location=0) out VertexData { double out_thing; } VertexOut; void main() { gl_Position = vec4(position, 0.0, 1.0); VertexOut.out_thing = in_thing; }