#version 300 es

layout(std140) uniform vs_ub
{
    mat4 u_cameraRot;
} _13;

layout(location = 0) in vec3 a_position;
out vec3 v_reflect;

void main()
{
    vec4 _reflect = _13.u_cameraRot * vec4(a_position, 1.0);
    v_reflect = _reflect.xyz;
    gl_Position = vec4(a_position.xy, 1.0, 1.0);
}

