#version 300 es

layout(std140) uniform vs_ub
{
    float u_alpha;
    mat4 u_MVPMatrix;
} _16;

layout(location = 0) in vec4 a_position;
layout(location = 2) in vec2 a_texCoord;
out vec4 v_color;
layout(location = 10) in vec4 a_color;

void main()
{
    gl_Position = _16.u_MVPMatrix * a_position;
    gl_PointSize = a_texCoord.x;
    v_color = vec4((a_color.xyz * a_color.w) * _16.u_alpha, a_color.w * _16.u_alpha);
}

