#version 310 es layout(location = 0) in vec4 a_position; layout(location = 1) in vec4 a_color; layout(location = 2) in vec2 a_texCoord; layout(location = 0) out vec2 v_texCoord; layout(location = 1) out vec4 v_color; layout(std140, binding = 0) uniform vs_ub { float depth; }; void main() { gl_Position = a_position; gl_Position.z = depth; gl_Position.w = 1.0; v_texCoord = a_texCoord; v_color = a_color; }