#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = vec4(inPosition, 0.0, 1.0); fragColor = inColor; }