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; void main(void) { vec4 pos = u_modelViewMatrix * vec4(a_position,1.0); v_normal = u_normalMatrix * a_normal; gl_Position = u_projectionMatrix * pos; }