attribute vec3 vertex; attribute vec3 normal; attribute vec2 uv; uniform mat4 uMMatrix; uniform mat3 uNMatrix; uniform mat4 uVMatrix; uniform mat4 uPMatrix; varying vec4 worldPos; varying vec3 n; varying vec2 texCoord; void main(void) { texCoord = uv; worldPos = uMMatrix * vec4(vertex, 1.0); n = uNMatrix * normal; gl_Position = uPMatrix * uVMatrix * worldPos; }