#version 310 es
layout(location = 0) in vec4 a_position;
layout(location = 0) out vec4 v_position;
layout(std140, binding = 0) uniform vs_ub {
mat4 u_MVPMatrix;
};
void main()
{
gl_Position = u_MVPMatrix * a_position;
v_position = a_position;
}