#version 400 core layout(location = 0) in vec3 position; layout(location = 1) in vec4 colour; layout(location = 2) in vec2 texCoord; uniform mat4 viewProjMatrix = mat4(1); out Vertex { vec4 colour; vec2 texCoord; } OUT; void main(void) { gl_Position = viewProjMatrix * vec4(position, 1.0);; OUT.texCoord = texCoord; OUT.colour = colour; }