attribute vec3 position;
attribute vec3 uv;

uniform mat4 MVP;
UNIFORMS

varying lowp vec3 FS_uv;
VARYINGS

void main(void)
{
    vec4 pos = MVP*vec4(position.xyz, 1.);
    SET_SHADOW
    SET_AMBIENT_OCCL
    FS_uv = uv;
    gl_Position = pos;
}

