#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) { float zoom = 1.1f, chrominance = 1, luminance = 1; gl_Position = projection_matrix * view_matrix * model_matrix * vec4(in_position, zoom); color = vec4 (chrominance * in_color.rgb, luminance); } // https://learnopengl.com/Getting-started/Shaders