1 /* ShaderObject: GL_VERTEX_SHADER */
3 uniform mat4 uModelViewProjMat;
4 layout(location = 0) in vec3 inPos;
8 gl_Position = vec4(inPos, 1.0);
11 /* ShaderObject: GL_FRAGMENT_SHADER */
14 out vec4 outColor; // ausgegebene Farbe
18 outColor = vec4(1.0, 0.0, 0.0, 1.0);