#version 430 layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec4 vertex_color; layout(location = 2) in vec3 vertex_offset; // TODO: Try this with location 0 layout(location = 3) uniform mat4 vp; out vec4 fragment_color; void main() { fragment_color = vertex_color; gl_Position = vp * vec4(vertex_position + vertex_offset, 1.0); }