+SHADER_DEFINE( colour_shader,
+
+ // VERTEX
+ "layout (location=0) in vec3 a_co;"
+ "uniform mat4 uPvm;"
+ ""
+ "void main()"
+ "{"
+ " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );"
+ " gl_Position = vert_pos;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ "uniform vec4 uColour;"
+ ""
+ "void main()"
+ "{"
+ " FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPvm", "uColour" })
+)
+