uniform mat4 u_mvp;
in vec3 att_Position;
in vec2 att_TexCoord;
in vec4 att_Color;
out vec2 vTexCoord;
out vec4 vColor;
void main() {
vColor = att_Color;
vTexCoord = att_TexCoord;
gl_Position = u_mvp * vec4(att_Position, 1.0);
}