#version 430 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec4 aColor; layout (location = 2) in vec2 aTexCoord; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 gColor; out vec2 gTexCoord; void main() { gl_Position = theMat * vec4(aPos, 1.0); gColor = aColor; gTexCoord = aTexCoord; }