GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_color;\n"
+ "layout(location = 1) in vec4 vtx_color;\n"
"uniform mat4 MVP;\n"
- "out vec3 frag_color;\n"
+ "out vec4 frag_color;\n"
"void main() {\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
"frag_color = vtx_color;\n"
program.LoadShader(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
- "in vec3 frag_color;\n"
- "out vec3 color;\n"
+ "in vec4 frag_color;\n"
+ "out vec4 color;\n"
"void main() {\n"
"color = frag_color;\n"
"}\n"