#version 330 core layout (location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec4 vertexColor; out vec4 lightColor; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); vertexColor = vec4(0.0, 0.5, 0.0, 1.0); lightColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0); // lightColor = vec4(1.0,1.0,1.0,1.0); }