In the following pages I'm going to present some examples, from the most basic one to a complex lighting shader.

Solid color mesh

The first one is a very simple shader that writes the mesh in a solid color, received using a uniform variable:

#version 430
uniform vec4 SolidColor;
out vec4 FBColor;

void main()
  FBColor= SolidColor;

Using a half red color stored in the SolidColor uniform variable, over a cylinder mesh, we get the following rendering:

Solid color mesh

Using only uniforms as input we can't do much more than this, so I'll colorize the cylinder using its own vertices' positions.

Interpolated colored mesh

First, in the vertex ...

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