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