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[shaders]
vertex =
    uniform highp mat4 u_modelMatrix;
    uniform highp mat4 u_viewMatrix;
    uniform highp mat4 u_projectionMatrix;

    attribute highp vec4 a_vertex;

    void main()
    {
        gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
    }

fragment =
    #ifdef GL_ES
        #ifdef GL_FRAGMENT_PRECISION_HIGH
            precision highp float;
        #else
            precision mediump float;
        #endif // GL_FRAGMENT_PRECISION_HIGH
    #endif // GL_ES
    uniform vec4 u_color;

    void main()
    {
        gl_FragColor = u_color;
    }

vertex41core =
    #version 410
    uniform highp mat4 u_modelMatrix;
    uniform highp mat4 u_viewMatrix;
    uniform highp mat4 u_projectionMatrix;

    in highp vec4 a_vertex;

    void main()
    {
        gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
    }

fragment41core =
    #version 410

    uniform vec4 u_color;

    out vec4 frag_color;

    void main()
    {
        frag_color = u_color;
    }

[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]

[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix

[attributes]
a_vertex = vertex