attribute vec3 position;
attribute vec2 texcoord;

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

varying mediump vec2 FS_texcoord;
VARYINGS

void main(void)
{
    FS_texcoord = texcoord;
    gl_Position = MVP*vec4(position, 1.);
}

