attribute vec3 position;
attribute vec2 texCoord;
uniform mat4 pvMatrix;
uniform mat4 mMatrix;
varying vec2 vTexCoord;
varying float vZ;

void main() {
  vec4 pos = mMatrix * vec4(position, 1.0);
  vTexCoord = texCoord;
  vZ = pos.z;
  gl_Position = pvMatrix * pos;
}
