#version 330 core layout (location = 0) in vec3 v_position; layout (location = 1) in vec3 v_normal; out vec4 a_color; uniform mat4 projview; void main(){ // gl_Position = vec4(v_position, 1) * projview; gl_Position = projview * vec4(v_position, 1); a_color = vec4(0.5, 0, 1, 1); }