attribute vec3 attr_Position; attribute vec3 attr_Normal; uniform mat4 u_ModelViewProjectionMatrix; varying vec3 var_Position; varying vec3 var_Normal; void main() { gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_Position = attr_Position; var_Normal = attr_Normal * 2.0 - vec3(1.0); }