Errors after changed OpenGL code from ES 1.0 to ES 2.0

I changed code from ES 1.0 to ES 2.0 in cocos2d-x

Code in ES 1.0 version
const float DARK=30.0f; int n = m_sGridSize.x * m_sGridSize.y; glEnable(GL_CULL_FACE); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, m_pVertices); glTexCoordPointer(2, GL_FLOAT, 0, m_pTexCoordinates); glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices); glFrontFace(GL_CW); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glColor4ub(255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255); glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices); glColor4f(255, 255, 255, 255); glFrontFace(GL_CCW); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY);

Code in ES 2.0 version
const float DARK=30.0f; m_pShaderProgram->use(); m_pShaderProgram->setUniformForModelViewProjectionMatrix(); int n = m_sGridSize.x * m_sGridSize.y; glEnable(GL_CULL_FACE); glDisableVertexAttribArray(kCCVertexAttrib_Color); glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, m_pVertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_pTexCoordinates); glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices); glFrontFace(GL_CW); glDisable(GL_TEXTURE_2D); glDisableVertexAttribArray(kCCVertexAttrib_TexCoords); ccDrawColor4B(255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255-(m_AnimationProgress*DARK), 255); glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices); ccDrawColor4B(255, 255, 255, 255); glFrontFace(GL_CCW); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glEnableVertexAttribArray(kCCVertexAttrib_TexCoords); glEnableVertexAttribArray(kCCVertexAttrib_Color);

**Results in the following output *
Cocos2d: OpenGL error 0x0500 in /cocos2dx/sprite_nodes/CCSprite.cpp draw 616
**What did I do wrong?* :frowning: