#version 300 es

layout(std140) uniform vs_ub
{
    mat4 u_PMatrix;
} _30;

out vec4 v_light;
layout(location = 10) in vec4 a_color;
out vec4 v_dark;
layout(location = 11) in vec4 a_color2;
out vec2 v_texCoord;
layout(location = 2) in vec2 a_texCoord;
layout(location = 0) in vec4 a_position;

void main()
{
    v_light = a_color;
    v_dark = a_color2;
    v_texCoord = a_texCoord;
    gl_Position = _30.u_PMatrix * a_position;
}

