#version 120 attribute vec4 vColor; attribute float vSize; attribute vec4 vPosition; uniform mat4 projectionM = mat4(1.0); uniform mat4 cameraM = mat4(1.0); uniform mat4 worldM = mat4(1.0); uniform mat4 modelM = mat4(1.0); uniform mat4 objectM = mat4(1.0); varying vec4 color; uniform float time = 1; void main() { gl_Position = projectionM * cameraM * worldM * modelM * objectM * vPosition; color = vec4(vColor.rgb, 1.0); return; }