Source

LWJGL Shader Tutorials / src / main / java / com / ra4king / opengl / arcsynthesis / gl33 / chapter10 / example2 / example10.2.Transform.vert

#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);
}