attribute vec3 a_position;
attribute vec4 a_color;
attribute vec2 a_texcoord;
/*
uniform mat4 u_modelMtx;
uniform mat4 u_viewMtx;
uniform mat4 u_projMtx;
*/
uniform mat4 u_mvpMtx;

//uniform vec4 u_blendcolor;

varying vec2 v_texcoord;
varying vec4 v_color;

void main()
{
    v_texcoord  = a_texcoord;
	//v_color = u_blendcolor * a_color;
	v_color = a_color;
	
	// gl_FrontColor = a_color;
	//gl_Position = u_projMtx * u_viewMtx * u_modelMtx * vec4(a_position,1.0);
	gl_Position = u_mvpMtx * vec4(a_position,1.0);

	// Transforming The Vertex
	// gl_Position = ftransform();
} 
