#version 150 core uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projMatrix; in vec3 position; in vec2 texCoord; in vec4 colour; out Vertex { vec2 texCoord; vec4 colour; } OUT; void main(void) { gl_Position = (projMatrix * viewMatrix * modelMatrix) * vec4(position, 1.0); OUT.texCoord = texCoord; OUT.colour = colour; }