#version 310 es invariant gl_Position; layout(location = 0) invariant out vec4 vColor; layout(location = 0) in vec4 vInput0; layout(location = 1) in vec4 vInput1; layout(location = 2) in vec4 vInput2; void main() { gl_Position = vInput0 + vInput1 * vInput2; vColor = (vInput0 - vInput1) * vInput2; }