#version 410 core uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; in vec4 gl_Vertex; in vec3 gl_Color; out vec4 color_vs; void main(void) { color_vs.xyz = gl_Color.xyz;//mix( vec4(1,1,0,0),vec4(0,1,1,0), vertex.w); gl_Position = projectionMatrix*modelViewMatrix*vec4(gl_Vertex.xyz,1.0); }