#version 430 layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec4 vertex_color; layout(location = 2) in mat4 model_to_world; layout(location = 0) uniform mat4 world_to_projection; out vec4 fragment_color; void main() { fragment_color = vertex_color; gl_Position = world_to_projection * model_to_world * vec4(vertex_position, 1.0); }