// Attributes attribute vec3 position; #ifdef VERTEXCOLOR attribute vec4 color; #endif #include // Uniforms uniform mat4 viewProjection; uniform mat4 world; // Output #ifdef VERTEXCOLOR varying vec4 vColor; #endif void main(void) { mat4 finalWorld = world; #include gl_Position = viewProjection * finalWorld * vec4(position, 1.0); #ifdef VERTEXCOLOR // Vertex color vColor = color; #endif }