#version 330 core layout (location = 0) in vec3 in_position; layout (location = 1) in vec3 in_color; uniform mat4 m_proj; uniform mat4 m_view; uniform mat4 m_model; out vec3 color; void main() { color = in_color; gl_Position = m_proj * m_view * m_model * vec4(in_position, 1.0); }