attribute vec3 position;
attribute vec3 normal;
attribute vec2 texcoord;

uniform mat4 M;
uniform mat4 MVP;
uniform mat3 N;
UNIFORMS

varying lowp vec2 FS_texcoord;
VARYINGS

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

    FS_texcoord = _pos.xy*vec2(0.25);

    gl_Position = pos;
}

