#version 300 es

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

layout(location = 0) in vec4 a_position;
out vec2 v_texCoord;
layout(location = 2) in vec2 a_texCoord;
out vec3 v_normal;
layout(location = 1) in vec3 a_normal;

void main()
{
    gl_Position = _16.u_MVPMatrix * a_position;
    v_texCoord = a_texCoord;
    v_normal = a_normal;
}

