#version 330 core layout (location = 0) in vec3 pos; out vec3 frag_pos; uniform mat4 global_t; uniform mat4 camera_t; uniform mat4 projection_t; void main() { gl_Position = projection_t * camera_t * global_t * vec4(pos.x, pos.y, pos.z, 1.0); frag_pos = pos; }