#version 150 core in vec3 a_Pos; in vec3 a_Color; out vec3 v_Color; layout (std140) uniform Locals { mat4 u_Model; mat4 u_View; mat4 u_Proj; }; void main() { v_Color = a_Color; gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0); //gl_ClipDistance[0] = 1.0; }