1precision highp float;
2attribute vec3 a_position;
3attribute vec3 a_normal;
4varying vec3 v_normal;
5uniform mat3 u_normalMatrix;
6uniform mat4 u_modelViewMatrix;
7uniform mat4 u_projectionMatrix;
8void main(void) {
9vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
10v_normal = u_normalMatrix * a_normal;
11gl_Position = u_projectionMatrix * pos;
12}
13