#version 430 layout (location = 0) in vec3 position; layout (location = 1) in vec4 color; layout (location = 2) in vec2 textureCoord; layout (location = 3) in vec3 normal; uniform mat4 viewMatrix; uniform mat4 modelMatrix; out vec2 varTextureCoord; out vec4 varColor; void main(void) { varTextureCoord = textureCoord; varColor = color; gl_Position = viewMatrix * modelMatrix * vec4(position, 1.0); }