glUseProgram(4);
glBindFragDataLocation(4, 1, "out_frag");
glBindBuffer(GL_ARRAY_BUFFER, 2);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, OpenGL.boolean.FALSE, 32, 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, OpenGL.boolean.FALSE, 32, 12);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 3);
glDrawElements(GL_TRIANGLES, 384, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);