#version 330 layout (location = 0) in vec3 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in vec4 inVertexColor; uniform mat4 Pos; smooth out vec2 texCoord; smooth out vec4 vertColor; void main() { gl_Position = Pos * vec4(inVertex, 1.0); texCoord = inVertexTexCoord; vertColor = inVertexColor; }