#version 300 es /* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ in vec4 a_vertex; in vec3 a_normal; uniform Transform { mat4 u_modelViewMatrix; mat4 u_projectionMatrix; mat3 u_normalMatrix; }; out vec3 normal; out vec4 ecPosition; void main() { normal = normalize(u_normalMatrix * a_normal); ecPosition = u_modelViewMatrix * a_vertex; gl_Position = u_projectionMatrix * ecPosition; }