#version 450 core layout (location = 0) in vec4 pos; layout (location = 1) in vec4 inColor; layout (location = 2) in vec3 inTexCoord; layout (location = 0) uniform int layoff; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vColor; out vec3 vTexCoord; void main() { gl_Position = theMat * pos; vColor = inColor; vTexCoord = inTexCoord; }