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+#version 150
+// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
+in vec2 in_Position;
+in vec3 in_Color;
+
+// We output the ex_Color variable to the next shader in the chain
+out vec3 ex_Color;
+void main(void) {
+ // Since we are using flat lines, our input only had two points: x and y.
+ // Set the Z coordinate to 0 and W coordinate to 1
+
+ gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
+
+ // GLSL allows shorthand use of vectors too, the following is also valid:
+ // gl_Position = vec4(in_Position, 0.0, 1.0);
+ // We're simply passing the color through unmodified
+
+ ex_Color = in_Color;
+}