attribute vec4 position;
attribute vec2 texcoord;

uniform mat4 MVP;
UNIFORMS

varying lowp vec2 FS_texcoord;
varying lowp vec2 FS_diffuse;
VARYINGS

void main(void)
{
    vec4 pos = MVP*vec4(position.xyz, 1.);

    SET_SHADOW

    FS_diffuse = vec2(position.w*_AMBIENT, position.w*_DIFFUSE);
    FS_texcoord = texcoord;
    gl_Position = pos;
}

