snippet basev "base for vertex shader" #version ${1:${VISUAL:420}} core layout (location = 0) in vec3 aPos; void main(){ gl_Position = vec4(aPos, 1.0); $0 } endsnippet snippet basef "base for fragment shader" #version ${1:${VISUAL:420}} core out vec4 FragColor; void main(){ FragColor = vec4(1.0, 0.0, 0.0, 1.0); } endsnippet