
#version 330

uniform mat4 u_projectionMatrix;
uniform mat4 u_cameraMatrix;
uniform mat4 u_objectPositionMatrix;

in vec4 a_vertexPos;
in vec4 a_colour;

flat out vec4 f_colour;

vec4 p;
void main() {
    f_colour = a_colour;
    p = u_objectPositionMatrix * a_vertexPos;
    p = u_cameraMatrix * p;
    p = u_projectionMatrix * p;
    gl_Position = p;
}
