#version 300 es in vec3 a_position; uniform mat4 u_matrix; uniform vec3 u_baseColor; uniform vec3 u_maxColor; out vec4 pos; out vec3 maxColor; out vec3 baseColor; void main() { pos = u_matrix * vec4(a_position, 1); pos.y = pos.y * 0.6; gl_Position = pos; maxColor = u_maxColor; baseColor = u_baseColor; }