#version 330 layout(location = 0) in vec3 aPosition; //layout(location = 1) in vec3 vNormal; // Solid color input from application uniform vec3 uColor; // Color to output to fragment shader out vec4 vColor; 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); }