#version 310 es
layout(location = POSITION) in vec3 a_position;
layout(location = TEXCOORD0) out vec3 v_reflect;
layout(std140) uniform vs_ub {
mat4 u_cameraRot;
};
void main(void)
{
vec4 reflect = u_cameraRot * vec4(a_position, 1.0);
v_reflect = reflect.xyz;
gl_Position = vec4(a_position.xy, 1.0 , 1.0);
}