#type vertex #version 330 core layout(location = 0) in vec3 pos; // Autofill uniforms uniform mat4 transformation; void main() { gl_Position = transformation * vec4(pos, 1.0); } #type fragment #version 330 core out vec4 fragColor; void main() { fragColor = vec4(1.0, 1.0, 1.0, 1.0); }