#version 150 //precision highp float; in vec3 a_position; in vec3 a_normal; out vec3 v_normal; uniform mat3 u_normalMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; in vec2 a_texcoord0; out vec2 v_texcoord0; void main(void) { vec4 pos = u_modelViewMatrix * vec4(a_position,1.0); v_normal = normalize(u_normalMatrix * a_normal); v_texcoord0 = a_texcoord0; gl_Position = u_projectionMatrix * pos; }