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gltut / Tut 11 Shinies / data / PosTransform.vert

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#version 330

layout(location = 0) in vec3 position;

uniform mat4 modelToCameraMatrix;

uniform Projection
{
	mat4 cameraToClipMatrix;
};

void main()
{
	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
}