#version 330 core layout (location = 0) in vec3 a_Position; layout (location = 1) in vec3 a_Color; out vec3 CamNormal; out vec3 CamPos; out vec3 Color; uniform mat4 ModelMat; uniform mat4 PerspMat; void main() { gl_Position = PerspMat * ModelMat * vec4(a_Position, 1.0); Color = a_Color; }