#version 300 es precision highp float; layout(location = 0) in vec3 position; layout(location = 1) in vec2 texcoord; layout(location = 2) in vec4 color; out vec2 frag_texcoord; out vec4 frag_color; uniform mat4 mvp; void main() { frag_texcoord = texcoord; frag_color = color; gl_Position = mvp * vec4(position, 1.0); }