#version 330 layout(location = 0) in vec3 in_position; layout(location = 1) in vec2 in_tex; layout(location = 2) in vec4 in_color; out vec4 pass_color; out vec2 pass_tex; out vec2 pass_pos; layout (std140, column_major) uniform cameraTransform { mat4 proMatrix; }; uniform mat4 modelMatrix; void main() { gl_Position = proMatrix * modelMatrix * vec4(in_position, 1.0); pass_color = in_color; pass_tex = in_tex; pass_pos = in_position.xy; }