+ shprog.bind_attribute(GL::VERTEX3, "vertex");
+ shprog.bind_attribute(GL::NORMAL3, "normal");
+ shprog.bind_attribute(GL::COLOR4_UBYTE, "color");
+ shprog.bind_fragment_data(0, "frag_color");
+ shprog.bind_fragment_data(1, "frag_normal");
+ shprog.link();