attribute vec3 vPosition; attribute vec3 vNormal; attribute vec2 vTexCoord; varying vec3 position; varying vec3 normal; varying vec2 texCoord; uniform mat4 ProjectionMatrix1; uniform mat4 ModelViewMatrix; void main() { mat4 mvp = ProjectionMatrix1 * ModelViewMatrix; vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0); normal = normalize(vec3(tnorm)); position = vec3( ModelViewMatrix * vec4(vPosition,1.0) ); gl_Position = mvp * vec4(vPosition,1.0); texCoord = vTexCoord; }