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R"(
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#define layout(x)
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//#define in attribute
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//#define out varying
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layout(location = 0) in vec3 inPosition;
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#if ATTR_COLOR
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layout(location = 1) in vec4 inColor;
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#endif
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#if ATTR_NORMAL
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layout(location = 2) in vec3 inNormal;
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#endif
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#if ATTR_TEXCOORD0
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layout(location = 3) in vec2 inTexCoord0;
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#endif
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#if ATTR_TEXCOORD1
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layout(location = 4) in vec2 inTexCoord1;
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#endif
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#if ATTR_COLOR
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out vec4 vColor;
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#endif
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#if ATTR_TEXCOORD0
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out vec2 vTexCoord0;
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#endif
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#if ATTR_TEXCOORD1
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out vec2 vTexCoord0;
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#endif
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#if ATTR_NORMAL
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out vec3 vNormal;
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#endif
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uniform mat4 uMVP;
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void main()
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{
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gl_Position = uMVP * vec4(inPosition,1.0f);
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#if ATTR_COLOR
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vColor = inColor;
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#endif
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#if ATTR_NORMAL
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vNormal = inNormal;
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#endif
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#if ATTR_TEXCOORD0
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vTexCoord0 = inTexCoord0;
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#endif
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#if ATTR_TEXCOORD1
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vTexCoord1 = inTexCoord1;
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#endif
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}
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)"
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