#version 440 layout(location = 0) in vec4 position; layout(std140, binding = 0) uniform buf { mat4 mvp; vec3 color0; vec3 color1; vec3 color2; vec3 color3; vec3 color4; vec3 color5; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubuf.mvp * position; }