#version 330 core uniform mat4 projection_matrix; uniform mat4 model_matrix; uniform mat4 view_matrix; layout(location=0) in vec3 in_position; layout(location=1) in vec3 in_color; out vec4 color; void main(void) { gl_Position = projection_matrix * view_matrix * model_matrix * vec4(in_position, 1); color = vec4(1 * in_color.rgb, 1); }