Vertices show up but the color is always white regardless.
vao = ARBVertexArrayObject.glGenVertexArrays();
ARBVertexArrayObject.glBindVertexArray(vao);
vertexVBOID = ARBVertexBufferObject.glGenBuffersARB();
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexVBOID);
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexB, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
ARBVertexShader.glVertexAttribPointerARB(0, 3, GL11.GL_FLOAT, false, 0, 0);
ARBVertexShader.glEnableVertexAttribArrayARB(0);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
colorVBOID = ARBVertexBufferObject.glGenBuffersARB();
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, colorVBOID);
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, colorB, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
ARBVertexShader.glVertexAttribPointerARB(1, 4, GL11.GL_FLOAT, false, 0, 0);
ARBVertexShader.glEnableVertexAttribArrayARB(1);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
Render code....
ARBVertexArrayObject.glBindVertexArray(vao);
GL11.glDrawArrays(GL11.GL_QUADS, 0, vertexCount / 3);