#version 100
precision mediump float;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
attribute vec3 vertex;
attribute vec2 tex_coord;
attribute vec4 color;
varying vec2 vTexCoord;
varying vec4 fragColor;
void main()
{
   vTexCoord.xy = tex_coord.xy;
   fragColor = color;
   gl_Position = projection * (view * (model * vec4(vertex, 1.0)));
}