uniform
is also how they’re specified in a shaderout vec3 vColor;
uniform float angle; // in Degrees
void main() {
vColor[gl_VertexID] = 1.0;
float vid = float(gl_VertexID);
const float Pi = 3.14159265358979;
const float DegreesToRadians = Pi / 180.0;
float angle = vid * (120.0 /* Degrees */ + angle) * DegreesToRadians;
vec2 v = vec2(cos(angle), sin(angle));
v.x -= 0.25;
gl_Position = vec4(v, 0.0, 1.0);
}