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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec3 in_normal;
uniform mat4 m_proj;
// Use separate model and camera matrix. This means we don't have
// to calculate modelview matrix in python every frame
uniform mat4 m_model;
uniform mat4 m_cam;
void main() {
gl_Position = m_proj * m_cam * m_model * vec4(in_position, 1.0);
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
uniform vec4 color;
void main()
{
fragColor = color;
}
#endif
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