#version 330 layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; layout (location = 2) in vec2 in_coord_texture; layout (location = 3) in vec3 in_normal; out vec4 color; out vec3 normal; out vec2 out_coord_texture; void main(void){ gl_FrontColor = gl_Color; gl_Position = gl_ModelViewProjectionMatrix * vec4(in_position,1.0f); }