[vert.glsl]

#version 120

attribute vec3 in_Vertex;
attribute vec3 in_Color;
uniform mat4 in_Matrix;
varying vec3 pass_Color;

void main(void)
{
    gl_Position = in_Matrix * vec4(in_Vertex, 1.0);
    pass_Color = in_Color;
}

[frag.glsl]

#version 120

#if defined GL_ES
precision highp float;
#endif

varying vec3 pass_Color;

void main(void)
{
    gl_FragColor = vec4(pass_Color, 1.0);
}

[vert.hlsl]

void main(float3 in_Vertex : POSITION,
          float3 in_Color : COLOR,
          uniform float4x4 in_Matrix,
          out float4 out_Position : POSITION,
          out float3 pass_Color : COLOR)
{
    pass_Color = in_Color;
    out_Position = mul(in_Matrix, float4(in_Vertex, 1.0));
}

[frag.hlsl]

void main(float3 pass_Color : COLOR,
          out float4 out_FragColor : COLOR)
{
    out_FragColor = float4(pass_Color, 1.0);
}

