#version 300 es

layout(std140) uniform vs_ub
{
    mat4 u_MVPMatrix;
} _16;

layout(location = 0) in vec3 a_position;
out vec4 v_color;
layout(location = 10) in vec4 a_color;

void main()
{
    gl_Position = _16.u_MVPMatrix * vec4(a_position, 1.0);
    v_color = a_color;
}

