#shader vertex in vec2 in_position; out vec4 position; uniform mat4 u_proj_matrix; void main() { position = u_proj_matrix*vec4(in_position, 0.5, 1.0); gl_Position = u_proj_matrix*vec4(in_position, 0.0, 1.0); } #shader fragment precision mediump float; in vec4 position; out vec4 color; uniform float blue; void main() { color = vec4(position); }