#define FP highp attribute FP vec3 vertexPosition; varying FP vec3 worldPosition; uniform FP mat4 modelMatrix; uniform FP mat4 mvp; void main() { // Transform position, normal, and tangent to world coords worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4(worldPosition, 1.0); }