using '#version 330 core' on NVIDIA,
By using glBindAttribLocation(program, 0, "in_Vertex"); the input vertex works with an "in vec4 in_Vertex;". However, I noticed without the OGL function call in the client app, it still works. It appears to be 'the default first input variable'. Why? Should it be omitted or be explicitly connected to it via glBindAttribLocation? [What's the ideal according to the standard?] Also "in vec4 gl_Vertex;" works while the spec calls it deprecated and the compiler of shaders does not give any warning. Why? I would have expected for it to at least warn. I guess the last one may be a bug in the compiler (GLSL compiler) but the first issue is especially puzzling.