#version 330 core layout (location = 0) in vec3 aPos; layout (std140) uniform Matrices { mat4 projection; mat4 view; }; out vec3 vcolor; uniform mat4 model; void main() { vec3 m = aPos; vcolor.r = m.r / 1.f; vcolor.g = m.g / 1.f; vcolor.b = m.b / 1.f; gl_Position = projection * view * model * (vec4(m, 1.f)); }