// Copyright (C) 2018 Tomasz Kramkowski // SPDX-License-Identifier: MIT #version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 uv; out vec3 vcolor; uniform mat4 model; uniform mat4 view; uniform mat4 proj; void main() { gl_Position = proj * view * model * vec4(pos, 1.0); vcolor = normal; }