#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require layout(location = 0) in struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 color; // location = 2 } In; layout(location = 0) out vec4 fragColor; void main() { // default red first fragColor = In.color; }