#version 150 core
in vec3 a_position;
in vec2 a_uv;
in vec4 a_color;
out vec4 v_color;
out vec2 v_uv;
uniform transform {
mat4 u_camera;
mat4 u_model;
};
void main() {
v_color = a_color;
v_uv = a_uv;
gl_Position = u_camera * u_model * vec4(a_position, 1.0);
}