#version 330 core layout (location = 0) in vec3 in_Position; layout (location = 1) in vec4 in_Color; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; out vec4 fragColor; void main() { gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); fragColor = in_Color; }