#version 460 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec3 a_color; layout (location = 2) in vec2 a_tex_coord; layout (std140, binding = 0) uniform Matrices { mat4 view; mat4 projection; }; layout (location = 0) out vec4 tex_color; layout (location = 1) out vec2 tex_coord; void main() { vec3 offset = vec3(0.0, 0.0, -1.0); gl_Position = projection * view * vec4(a_pos + offset, 1.0); tex_color = vec4(a_color, 1.0); tex_coord = a_tex_coord; }