#version 430 core layout (location = 0) in vec3 pos; layout (location = 1) in vec4 params; out vec4 vParams; uniform mat4 worldMat; mat4 perspective = mat4 (1,0,0,0 ,0,1,0,0 ,0,0,1,1 ,0,0,0,1 ) ; void main() { gl_Position = perspective * worldMat * vec4(pos.xyz, 1); vParams = params; }