//
//Draws untextured geometry using a uniform color
//

attribute vec4	a_Position;
attribute vec2	a_TexCoord; 
 
varying vec2	v_TexCoord;

uniform mat4	u_ModelViewProjection;

void main(void) 
{ 
    gl_Position = u_ModelViewProjection * a_Position;
	v_TexCoord	= a_TexCoord;
}