attribute vec3 vPosition; attribute vec3 Normal; attribute vec2 vTexCoord; attribute vec3 vColor; uniform mat4 ProjectionMatrix; varying vec2 texCoord; varying vec3 fragNormal; varying vec3 fragColor; void main() { gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0); texCoord = vTexCoord; fragNormal = Normal; fragColor = vColor; }