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 }