#version 450 core layout (location = 0) in vec4 pos; layout (location = 1) in vec4 col; layout (location = 0) uniform int layoff; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vCol; out vec3 vPos; void main() { gl_Position = theMat * pos; vCol = col; vPos = pos.xyz; }