attribute vec3 vPosition; attribute vec3 Normal; attribute vec2 vTexCoord; //uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; varying vec2 texCoord; varying vec3 normVec; varying vec3 posVec; void main() { //480x320 gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0); texCoord = vTexCoord; normVec = Normal; posVec = vPosition.xyz; }