#version 460 core layout (location = 0) in vec3 in_position; layout (location = 1) in vec3 in_normal; out vec3 color; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_projection; void main() { gl_Position = u_projection * u_view * u_model * vec4(in_position, 1.0f); color = vec3(0.0, 0.0, 0.9 * (in_position.y + 1.0)); }