#version 440 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(std140, binding = 0) uniform ub_ViewProjection { mat4 viewProjection; }; out vec4 vso_FragmentColor; void main() { gl_Position = viewProjection * vec4(a_Position, 1.0); vso_FragmentColor = a_Color; }