#version 450 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec4 a_color; out vec4 v_color; uniform mat4 u_projectionView; uniform mat4 u_model; void main() { v_color = a_color; // Vclip = Camera projection * Camera view * Model transform * Vlocal gl_Position = u_projectionView * u_model * vec4(a_position, 1.0f); }