/* ShaderObject: GL_VERTEX_SHADER */ #version 330 uniform mat4 uModelViewProjMat; layout(location = 0) in vec3 inPos; void main(void) { gl_Position = vec4(inPos, 1.0); } /* ShaderObject: GL_FRAGMENT_SHADER */ #version 330 out vec4 outColor; // ausgegebene Farbe void main(void) { outColor = vec4(1.0, 0.0, 0.0, 1.0); }