#version 100 precision highp float; attribute vec4 a_position; attribute vec3 a_normal; uniform mat4 u_mvpMtx; varying vec4 v_scrpos; varying vec4 v_position; varying vec3 v_normal; void main() { v_scrpos = u_mvpMtx * a_position; v_position = a_position; v_normal = a_normal; gl_Position = u_mvpMtx * a_position; }