// Flat Color Shader #type vertex #version 460 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; uniform mat4 u_ViewProjection; uniform mat4 u_Transform; void main() { gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f); } #type fragment #version 460 core layout(location = 0) out vec4 color; uniform vec4 u_Color; void main() { color = u_Color; }