#version 410 core layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoords; uniform Camera { mat4 view; mat4 proj; vec4 viewPos; } cam; uniform ImmUniforms { mat4 model; vec4 colour; } imm; out vec4 aColour; void main() { aColour = imm.colour; gl_Position = cam.proj * cam.view * imm.model * vec4(inPosition, 1.0); }