#version 330 core layout (location = 0) in vec3 position; uniform mat4 transform; out vec4 vertexColor; void main() { gl_Position = transform * vec4(position, 1.0f); //gl_Position = vec4(position, 1.0); vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f); }