uniform mat4 g_modelViewMatrix; uniform mat4 g_projMatrix; attribute vec3 position_attr; attribute vec3 normal_attr; attribute vec2 texcoord0_attr; varying vec2 texcoord0; varying vec4 lighting; varying vec4 normal; void main() { gl_Position = g_projMatrix * g_modelViewMatrix * vec4(position_attr, 1.0); normal = normalize(g_modelViewMatrix * vec4(normal_attr, 0.0)); float lighting_scalar = clamp(normal.z, 0.4, 1.0); lighting = vec4(lighting_scalar, lighting_scalar, lighting_scalar, 1.0); texcoord0 = texcoord0_attr; }