precision mediump float;

attribute vec4 a_Position;
attribute vec2 a_TexCoord;

uniform mat4 u_MvpMatrix;

varying vec2 v_TexCoord;
varying vec4 v_origPos;

void main()
{
  gl_Position = u_MvpMatrix * a_Position;

  v_TexCoord = a_TexCoord;
  v_origPos = gl_Position;
}