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