#version 430 layout (std140) uniform ColorBlock { vec4 color2; } uColorB; layout (std140) uniform Block { mat4 uWorld; } uDefaultB; out Vertex { vec4 v2; } oVert; in vec4 P; vec4 getColor2() { return uColorB.color2; } vec4 getWorld() { return uDefaultB.uWorld * P; oVert.v2 = vec4(1); }