#version 310 es layout(location = POSITION) in vec4 a_position; layout(location = COLOR0) in vec4 a_color; layout(location = COLOR1) in vec4 a_color2; layout(location = TEXCOORD0) in vec2 a_texCoord; layout(location = COLOR0) out vec4 v_light; layout(location = COLOR1) out vec4 v_dark; layout(location = TEXCOORD0) out vec2 v_texCoord; layout(std140) uniform vs_ub { mat4 u_PMatrix; }; void main() { v_light = a_color; v_dark = a_color2; v_texCoord = a_texCoord; gl_Position = u_PMatrix * a_position; }