#version 430 core in vec3 a_position; in vec3 a_normal; in vec2 a_texCoord0; out InVertex { vec3 va_position; vec3 va_normal; vec4 v_addedProperty; } vertexOut; uniform mat4 view; uniform mat4 proj; uniform mat4 model; void main() { vertexOut.v_addedProperty = vec4(1.0, 0.0, 0.0, 1.0); vertexOut.va_position = a_position; vertexOut.va_normal = a_normal; gl_Position = proj * view * model * vec4(a_position, 1.0); }