#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec3 vertexColor; uniform mat4 MVP; out vec3 fragmentcolor; void main() { gl_Position = MVP * vec4(vertexPosition_modelspace, 1); // gl_Position.w = 1.0; fragmentcolor.r = gl_position.x; //= vertexColor; fragmentcolor.g = gl_position.y; //= vertexColor; fragmentcolor.b = gl_position.z; //= vertexColor; }