private void initShaders(GL3 gl) { final String[] vertSrc = new String[] { "#version 150\n", "in vec4 vPosition;\n", "in vec4 vColor;\n", "out vec4 pColor;\n", "void main() {\n", " pColor = vColor;\n", " gl_Position = vPosition;\n", "}\n" }; vertID = createShader(gl, GL3.GL_VERTEX_SHADER, vertSrc); final String[] fragSrc = new String[] { "#version 150\n", "in vec4 pColor;\n", "void main() {\n", " gl_FragColor = pColor;\n", "}\n" }; fragID = createShader(gl, GL3.GL_FRAGMENT_SHADER, fragSrc); // We're done with the compiler gl.glReleaseShaderCompiler(); progID = gl.glCreateProgram(); assert progID > 0; gl.glAttachShader(progID, vertID); gl.glAttachShader(progID, fragID); gl.glLinkProgram(progID); gl.glValidateProgram(progID); }