precision highp float; attribute vec3 a_position; attribute vec3 a_normal; varying vec3 v_normal; uniform mat3 u_normalMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; uniform mat4 u_light0Transform; varying vec3 v_light0Direction; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main(void) { vec4 pos = u_modelViewMatrix * vec4(a_position,1.0); v_normal = normalize(u_normalMatrix * a_normal); v_light0Direction = normalize(mat3(u_light0Transform) * vec3(0.,0.,1.)); v_texcoord0 = a_texcoord0; gl_Position = u_projectionMatrix * pos; }