#version 140 in vec3 inputPosition; in vec4 inputColor; in vec2 inputTexCoord; in vec3 inputNormal; uniform mat4 projection; uniform mat4 modelview; out vec3 forFragColor; out vec2 forFragTexCoord; void main(){ forFragColor = inputColor.rgb; forFragTexCoord = inputTexCoord; gl_Position = projection * modelview * vec4(inputPosition, 1.0); }