uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec4 uColor;

attribute vec4 aColor;
attribute vec3 aPosition;
attribute vec2 aTextureCoord;

varying vec4 vColor;
varying vec2 vTextureCoord;

void main(void) {
  vec4 worldPosition = vec4(aPosition, 1.0);
  gl_Position = uProjectionMatrix * (uViewMatrix * worldPosition);

  vColor = aColor * uColor;
  vTextureCoord = aTextureCoord;
}
