#version 410 // using layout() doens't work on OSX, so use glBindAttribLocation() in the C++ code instead // layout(position = 0) in vec3 vertex_position; // layout(position = 1) in vec3 vertex_color; in vec3 vertex_position; in vec3 vertex_color; out vec3 color; void main() { color = vertex_color; gl_Position = vec4(vertex_position, 1.0); }