#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec4 color; layout (location = 2) in vec2 texCoord; out vec4 vertexColor; out vec2 vertexUV; uniform mat4 modelview; uniform mat4 projection; void main() { vec4 pos = modelview * vec4(position, 1.0); // output gl_Position = projection * pos; vertexColor = color; vertexUV = texCoord; }