#shader vertex
in vec2 in_position;
out vec2 position;
void main() {
position = in_position;
gl_Position = vec4(in_position - 0.5, 0.0, 1.0);
}
#shader fragment
precision mediump float;
in vec2 position;
out vec4 color;
uniform float blue;
void main() {
color = vec4(position, 1.0, 1.0);
}