#version 330 core layout(location = 0) in vec3 position; // Vertex position layout(location = 1) in vec3 inColor; // Vertex color out vec3 color; // Output color to the fragment shader uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices color = inColor; // Set the color output }