#version 460 core layout(location = 0) in vec3 vPosition; layout(location = 1) in vec3 vNormal; layout(location = 2) in vec2 vTextureCoordinates; layout(location = 3) in vec3 vColor; layout(location = 0) uniform mat4 modelTransform; layout(location = 1) uniform mat4 viewTransform; layout(location = 2) uniform mat4 projectionTransform; out vec3 fNormal; out vec2 fTextureCoordinates; out vec3 fColor; void main() { gl_Position = projectionTransform * viewTransform * modelTransform * vec4(vPosition, 1.0f); fNormal = vNormal; fTextureCoordinates = vTextureCoordinates; fColor = vColor; }