precision mediump float; attribute vec3 a_Position; attribute vec3 a_Color; uniform mat4 u_ModelMatrix; uniform mat4 u_ViewMatrix; uniform mat4 u_ProjectionMatrix; varying vec3 v_Color; void main(void) { gl_Position = u_ProjectionMatrix * u_ViewMatrix * u_ModelMatrix * vec4(a_Position, 1.0); v_Color = a_Color; }