uniform mat4 mvp;
attribute vec4 myColor;
void main ()
{
  gl_Position = (mvp * gl_Vertex);
  gl_FrontColor = myColor;
}


// stats: 1 alu 0 tex 0 flow
// inputs: 2
//  #0: gl_Vertex (high float) 4x1 [-1] loc 0
//  #1: myColor (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: mvp (high float) 4x4 [-1]
