#shader vertex in vec2 in_position; out vec2 position; void main() { position = in_position; gl_Position = vec4(in_position + 1.0, 0.0, 3.0); } #shader fragment precision mediump float; in vec2 position; out vec4 color; uniform float blue; void main() { color = vec4(position, 1.0, 1.0); }