-#version 310 es
+#version 450
precision highp float;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec4 in_color;
layout(location = 0) out vec4 out_color;
+out gl_PerVertex { vec4 gl_Position; };
void main() {
gl_Position = in_position;
-#version 430
+#version 450
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
+in gl_PerVertex { vec4 gl_Position; } gl_in[];
+out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) in vec4 in_color[];
layout(location = 0) out vec4 out_color;