#version 330
layout(location = 0) in vec3 aPosition;

out vec4 vColor;

uniform vec3 uColor;

uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;

void main()
{
  gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);

  vColor = vec4(uColor, 1.0f);
}