#version 330 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; uniform mat4 u_ViewProjection; out vec3 v_Position; out vec4 v_Color; void main() { v_Position = a_Position; v_Color = a_Color; gl_Position = u_ViewProjection * vec4(a_Position, 1.0); }