#version 300 es layout(location=0) in vec4 position; layout(location=1) in vec4 normal; uniform SceneUniforms { mat4 viewProj; vec4 eyePosition; vec4 lightPosition; } uView; uniform mat4 uModel; out vec3 vPosition; out vec3 vNormal; void main() { vec4 worldPosition = uModel * position; vPosition = worldPosition.xyz; vNormal = (uModel * normal).xyz; gl_Position = uView.viewProj * worldPosition; }