#extension GL_ARB_bindless_texture : require #include "camera.glsl" // Uniforms layout(location = 1) uniform mat4 model; layout(location = 2) uniform vec3 color; // Input, output blocks #if VERTEX_SHADER layout(location = 0) in vec3 aPos; void main() { gl_Position = projection * view * model * vec4(aPos.xyz, 1.0); } #endif // VERTEX_SHADER #if FRAGMENT_SHADER out vec4 FragColor; void main() { FragColor = vec4(color, 1.0f); } #endif // FRAGMNET_SHADER