[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; attribute highp vec4 a_vertex; void main() { gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; } fragment = #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif // GL_FRAGMENT_PRECISION_HIGH #endif // GL_ES uniform vec4 u_color; void main() { gl_FragColor = u_color; } vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; in highp vec4 a_vertex; void main() { gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; } fragment41core = #version 410 uniform vec4 u_color; out vec4 frag_color; void main() { frag_color = u_color; } [defaults] u_color = [0.02, 0.02, 0.02, 1.0] [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix [attributes] a_vertex = vertex