#version 450 core layout(std140, set = 0, binding = 0) uniform block { uniform mat4 rotation; }; layout(location = 0) in vec4 in_position; layout(location = 1) in vec4 in_color; layout(location = 0) out vec4 vVaryingColor; void main() { gl_Position = rotation * in_position; vVaryingColor = vec4(in_color.rgba); }