#version 430 core layout(location = 0) in vec4 vertexPosition; layout(location = 1) in vec4 vertexColor; uniform mat4 transformation; flat out vec4 color; out vec4 pos_local; out vec4 pos_global; void main() { color = vertexColor; gl_Position = transformation * vertexPosition; pos_local = vertexPosition; pos_global = transformation * vertexPosition; }