#type vertex #version 330 core layout(location = 0) in vec3 pos; layout(location = 1) in vec4 color; out Vertex2Fragmnet { vec4 color; } v2f; // Standard PainterHost uniform uniform mat4 transformation; void main() { gl_Position = transformation * vec4(pos, 1.0); v2f.color = color; } #type fragment #version 330 core in Vertex2Fragmnet { vec4 color; } v2f; out vec4 fragColor; void main() { fragColor = v2f.color; }