layout(location = 0) in vec3 v_vert; layout(location = 1) in vec3 v_color; out vec3 f_color; out vec4 f_pos; out vec4 f_clip_pos; #include void main() { f_pos = modelview * vec4(v_vert, 1.0); f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0); f_color = pow(v_color, vec3(1.0)); gl_Position = f_clip_pos; }