[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);
}