#version 450 core layout (location = 0) in vec4 pos; layout (location = 1) in vec4 col; layout (location = 2) in vec4 norm; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vCol; out vec4 vPos; out vec4 vNorm; void main() { gl_Position = theMat * vec4(pos.xyz,1); vCol = col; vPos = pos; vNorm = norm; }