#version 100 precision mediump float; uniform mat4 view_matrix; uniform mat4 world_matrix; uniform vec4 mult_color; uniform vec4 add_color; attribute vec2 position; attribute vec4 color; varying vec4 frag_color; void main() { frag_color = color * mult_color + add_color; gl_Position = view_matrix * world_matrix * vec4(position, 0.0, 1.0); }