#version 430 layout (location = 0) in vec3 pos; layout (location = 1) in vec4 color; layout (location = 2) in vec2 tex; uniform mat4 projMatrix; uniform mat4 viewMatrix; out vec4 outColor; out vec2 outTex; void main(void) { outTex = tex; outColor = color; gl_Position = projMatrix * viewMatrix * vec4(pos, 1.0); }