(6) There's no need for v_color if it's constant. Just make the colour a uniform instead of an attribute and use it in the fragment shader (not the vertex shader). Or even better, get rid of all the "_color" code and just have a trivial fragment shader:
(6) There's no need for v_color if it's constant. Just make the colour a uniform instead of an attribute and use it in the fragment shader (not the vertex shader). Or even better, get rid of all the "_color" code and just have a trivial fragment shader:
gl_FragColor = vec4(1. 0,0.0,0. 0,1.0);