#version 330 layout (location = 0) in vec3 pos; out vec4 vertex_color; uniform mat4 projection; uniform mat4 model; uniform mat4 view; void main() { gl_Position = projection * view * model * vec4(pos, 1.0); vertex_color = vec4(clamp(pos, 0.0f, 1.0f), 1.0f); }