attribute vec4 aVertexPosition; attribute vec4 aVertexNormal; attribute vec2 aTextureCoord; uniform mat4 uProjectionMatrix; uniform mat4 uviewMatrix; uniform mat4 umodelMatrix; uniform mat4 unormalMatrix; varying highp vec4 vNormal; varying highp vec3 vPosition; varying highp vec2 vTextureCoord; void main() { gl_Position = uProjectionMatrix * uviewMatrix * umodelMatrix * aVertexPosition; vPosition = vec3(aVertexPosition); vNormal = unormalMatrix * aVertexNormal; vTextureCoord = aTextureCoord; }