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