[vert.glsl] #version 130 attribute vec3 in_position; attribute vec3 in_color; uniform mat4 u_matrix; out vec3 pass_color; void main(void) { gl_Position = u_matrix * vec4(in_position, 1.0); pass_color = in_color; } [frag.glsl] #version 130 #if defined GL_ES precision highp float; #endif in vec3 pass_color; void main(void) { gl_FragColor = vec4(pass_color, 1.0); }