#version 460 layout (location = 0) in vec3 inPos; layout (location = 1) in vec4 inAttrib; layout (location = 0) out vec4 outAttrib; layout (std140, binding = 0) uniform Transformation { mat4 mdlvMtx; mat4 projMtx; } u; void main() { vec4 pos = u.mdlvMtx * vec4(inPos, 1.0); gl_Position = u.projMtx * pos; outAttrib = inAttrib; }