#version 300 es

layout(std140) uniform vs_ub
{
    mat4 u_MVPMatrix;
} matrix;

out vec4 v_color;
layout(location = 10) in vec4 a_color;
out vec2 v_texCoord;
layout(location = 2) in vec2 a_texCoord;
out vec2 v_maskCoord;
layout(location = 3) in vec2 a_maskCoord;
layout(location = 0) in vec4 a_position;

void main()
{
    v_color = a_color;
    v_texCoord = a_texCoord;
    v_maskCoord = a_maskCoord;
    gl_Position = matrix.u_MVPMatrix * a_position;
}

