[shaders] vertex = uniform highp mat4 u_modelViewProjectionMatrix; attribute highp vec4 a_vertex; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; } fragment = uniform lowp vec4 u_xray_error; void main() { gl_FragColor = u_xray_error; } vertex41core = #version 410 uniform highp mat4 u_modelViewProjectionMatrix; in highp vec4 a_vertex; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; } fragment41core = #version 410 uniform lowp vec4 u_xray_error; out vec4 frag_color; void main() { frag_color = u_xray_error; } [defaults] u_xray_error = [1.0, 1.0, 1.0, 1.0] [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix [attributes] a_vertex = vertex