#version 450 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
// Output
out vec3 fragmentColor;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
void main(){
	// Output position of the vertex, in clip space : MVP * position
	gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
	fragmentColor = vertexColor;
}