Christoph Werner@gonsfx
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor; // color attribute
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor; // color varying
void main(void) {
  gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
  vColor = aVertexColor; // forward current vertex color to fragment shader
}