#version 460 core layout(location=0) in vec3 position; layout(location=1) in vec3 vert_colour; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_projection; out vec3 vert_colours; void main() { vert_colours = vert_colour; gl_Position = u_projection * u_view * u_model * vec4(position, 1.0f); };