#version 300 es

layout(std140) uniform vs_ub
{
    float depth;
} _20;

layout(location = 0) in vec4 a_position;
out vec2 v_texCoord;
layout(location = 2) in vec2 a_texCoord;
out vec4 v_color;
layout(location = 10) in vec4 a_color;

void main()
{
    gl_Position = a_position;
    gl_Position.z = _20.depth;
    gl_Position.w = 1.0;
    v_texCoord = a_texCoord;
    v_color = a_color;
}

