attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 vColor;

out vec2 texCoord;
flat out vec4 color;

uniform mat4 ProjectionMatrix;

void main() 
{
	gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
	texCoord = vTexCoord;
	color = vColor;
}