precision highp float;

uniform mat4 uModelViewProjectionMatrix;

attribute vec3 vPosition;

vec4 h(mat4 i,vec3 p)
{
    return i[0]*p.x+(i[1]*p.y+(i[2]*p.z+i[3]));
}

void main(void)
{
    gl_Position = h(uModelViewProjectionMatrix,vPosition);
    gl_Position.z+=-0.00005*gl_Position.w;
}