#ifdef GL_ES attribute vec3 inVertex; attribute vec3 inNormal; attribute vec2 inTexCoord0; varying vec3 normal; varying vec2 vTexCoord; #else in vec3 inVertex; in vec3 inNormal; in vec2 inTexCoord0; out vec3 normal; out vec2 vTexCoord; #endif uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; void main() { normal = inNormal; vTexCoord = inTexCoord0; gl_Position = projectionMatrix * modelViewMatrix * vec4(inVertex, 1.0); }