precision highp float;
uniform mat4 u_ModelMatrix;
uniform mat4 u_Mvp;
attribute vec3 a_Position;
attribute vec2 a_Uv;
varying vec2 v_texCoord;
#pragma include "projection"
void main() {
   v_texCoord = a_Uv;
   vec4 project_pos = project_position(vec4(a_Position, 1.0));
   // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
   if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
      gl_Position = u_Mvp * (vec4(project_pos.xy,0., 1.0));
   } else {
      gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy,0., 1.0));
   }
}
