#version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 color; uniform float alpha; out vec4 inColor; void main() { gl_Position = projection * view * model * vec4(vertexPosition_modelspace, 1.0); inColor = vec4(color, 1.0); }