each face with its own color
#version 330
uniform mat4 u_m_matrix;
uniform mat4 u_vp_matrix;
layout (location=0) in vec3 a_position;
//layout (location=1) in vec3 a_normal;
out vec3 vertPos;
void main()
{
vertPos = a_position;
gl_Position = u_vp_matrix * u_m_matrix * vec4(a_position, 1.0);
}