uniform mat4 mvp; attribute vec4 myColor; void main () { gl_Position = (mvp * gl_Vertex); gl_FrontColor = myColor; } // stats: 1 alu 0 tex 0 flow // inputs: 2 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // #1: myColor (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: mvp (high float) 4x4 [-1]