#version 300 es
precision highp float;

in        vec3 aPos;
out       vec3 vPos;
//uniform   mat4 uModel;
//uniform   mat4 uView;
//uniform   mat4 uProj;

uniform   float uTime;

void main() {
    gl_Position = /*uProj * uView * uModel * */ vec4(aPos * 1.0, 1.);
    vPos = aPos;
}
