uniform mat4 uProjectionMatrix; uniform mat4 uViewMatrix; uniform mat4 uModelMatrix; uniform mat3 uNormalMatrix; attribute vec3 aPosition; attribute vec3 aNormal; varying vec3 vNormalView; void main() { gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aPosition, 1.0); vNormalView = uNormalMatrix * aNormal; }