attribute vec4 position; attribute vec4 texcoord; attribute vec4 normal; uniform mat4 ModelMatrix; uniform mat4 IT_ModelMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; varying vec4 V_Texcoord; varying vec4 V_WorldPos; varying vec4 V_Normal; void main() { V_Texcoord=texcoord; V_Normal=IT_ModelMatrix*normal; V_WorldPos=ModelMatrix*position; gl_Position=ProjectionMatrix*ViewMatrix*V_WorldPos; }