#version 450 // These come in from the vertex definition layout(location = 0) in vec3 v_position; layout(location = 1) in vec4 color; layout(location = 2) in vec2 ti_position; // These are made up in the shader themselves layout(location = 0) out vec4 out_color; void main() { out_color = color; gl_Position = vec4(v_position, 1.0); }