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vec3 a_position : POSITION;
ivec4 a_indices : BLENDINDICES;
vec4 a_color0 : COLOR0;
float a_texcoord0 : TEXCOORD0;
vec4 v_color0 : COLOR = vec4(1.0, 0.0, 0.0, 1.0);
float v_stipple : TEXCOORD0 = 0.0;
vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec3 v_world : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
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