#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec3 color; uniform vec4 timeColor; uniform mat4 view; out vec4 outColor; void main() { outColor = vec4(color * timeColor.xyz, timeColor.w); // gl_Position = vec4(pos.x, pos.y, pos.z, 1.0); gl_Position = vec4(pos.x, pos.y, pos.z, 1.0) * view; // gl_Position = view * vec4(pos.x, pos.y, pos.z, 1.0); }