attribute vec4 position; attribute vec4 color; attribute vec4 normal; uniform mat4 ModelMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; varying vec4 V_Color; varying vec3 V_Normal; varying vec3 V_WorldPos; void main() { V_Color=color; V_Normal=normal.xyz; V_WorldPos=(ModelMatrix*position).xyz; gl_Position=ProjectionMatrix*ViewMatrix*ModelMatrix*position; }