#version 300 es
uniform mat4 u_rotation;
uniform mat4 u_model_view;
uniform mat4 u_projection;
in vec3 v_in_position;
in vec4 v_in_color;
out vec4 v_out_color;
void main() {
gl_Position = u_projection * u_model_view * u_rotation * vec4(v_in_position, 1.0);
v_out_color = v_in_color;
}