#version 460 core layout(location = 0) in vec3 a_Position; layout(location = 1) in mat4 a_Transform; layout(location = 2) in vec4 a_Color; struct VertexOutput { vec4 Color; }; layout(location = 0) out VertexOutput Output; void main() { Output.Color = a_Color; gl_Position = vec4(a_Position, 1.0) * a_Transform; }