1[shaders] 2vertex = 3 uniform highp mat4 u_modelMatrix; 4 uniform highp mat4 u_viewMatrix; 5 uniform highp mat4 u_projectionMatrix; 6 7 attribute highp vec4 a_vertex; 8 9 void main() 10 { 11 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 12 } 13 14fragment = 15 uniform lowp vec4 u_color; 16 17 void main() 18 { 19 gl_FragColor = u_color; 20 } 21 22vertex41core = 23 #version 410 24 uniform highp mat4 u_modelMatrix; 25 uniform highp mat4 u_viewMatrix; 26 uniform highp mat4 u_projectionMatrix; 27 28 in highp vec4 a_vertex; 29 30 void main() 31 { 32 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 33 } 34 35fragment41core = 36 #version 410 37 uniform lowp vec4 u_color; 38 out vec4 frag_color; 39 40 void main() 41 { 42 frag_color = u_color; 43 } 44 45[defaults] 46 47[bindings] 48u_modelMatrix = model_matrix 49u_viewMatrix = view_matrix 50u_projectionMatrix = projection_matrix 51u_color = selection_color 52 53[attributes] 54a_vertex = vertex 55a_color = color 56