#version 330 layout(location = 0) in vec4 vertex; layout(location = 1) in vec3 color; layout(location = 2) in float alpha; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; out vec3 pointPosition; out vec3 pointColor; out float pointAlpha; void main() { pointPosition = (modelMatrix * vertex).xyz; pointColor = color; pointAlpha = alpha; gl_Position = projectionMatrix * viewMatrix * vec4(pointPosition, 1.0); }