uniform mat4 world_view_proj_matrix;
uniform mat4 texture_matrix;

attribute vec3 vertex;
attribute vec4 colour;
attribute vec2 uv0;

varying vec4 color;
varying vec2 texCoords;

void main(void)
{
   gl_Position = world_view_proj_matrix * vec4(vertex, 1.0);
   color = colour;
   texCoords = (texture_matrix * vec4(uv0, 0, 1)).xy;
}
