[shaders] vertex = uniform highp mat4 u_modelViewProjectionMatrix; attribute highp vec4 a_vertex; attribute lowp vec2 a_uvs; varying lowp vec2 v_uvs; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_uvs = a_uvs; } fragment = uniform lowp vec4 u_buildplateColor; varying lowp vec2 v_uvs; void main() { gl_FragColor = u_buildplateColor; } vertex41core = #version 410 uniform highp mat4 u_modelViewProjectionMatrix; in highp vec4 a_vertex; in lowp vec2 a_uvs; out lowp vec2 v_uvs; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_uvs = a_uvs; } fragment41core = #version 410 uniform lowp vec4 u_buildplateColor; in lowp vec2 v_uvs; out vec4 frag_color; void main() { gl_FragColor = u_buildplateColor; } [defaults] u_buildplateColor = [0.96, 0.96, 0.96, 1.0] [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix [attributes] a_vertex = vertex a_uvs = uv0