#version 460 layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 vertex_colour; uniform mat4 matrix; uniform mat4 view; uniform mat4 proj; out vec3 colour; void main() { colour = vertex_colour; // multiplication in column major order // currently proj * view * matrix * vec4(vertex_position, 1.0) does not work! projection matrix is wrong? // need to reread the chapter gl_Position = proj * view * matrix * vec4(vertex_position, 1.0); }