#version 430 core layout (location = 0) in vec3 pos; layout (location = 1) in vec4 col; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vCol; void main() { //gl_Position = theMat * vec4(pos,1); gl_Position = vec4(pos,1); vCol = col; }