#ifndef NEW_GLSL #define in attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) uniform mat4 transformationProjectionMatrix; #else uniform highp mat4 transformationProjectionMatrix; #endif #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = 0) in highp vec4 position; layout(location = 1) in lowp vec3 color; #else in highp vec4 position; in lowp vec3 color; #endif out lowp vec3 interpolatedColor; void main() { gl_Position = transformationProjectionMatrix*position; interpolatedColor = color; }