#version 310 es in vec4 a_position; in vec4 a_color; in vec4 a_color2; in vec2 a_texCoords; out vec4 v_light; out vec4 v_dark; 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_texCoords; gl_Position = u_PMatrix * a_position; }