attribute vec2 positionAttribute; attribute vec4 colorAttribute; attribute vec2 texCoordAttribute; uniform mat4 modelViewProjectionMatrix; varying vec4 frontColor; varying vec3 normal; void main() { gl_Position = modelViewProjectionMatrix * vec4(positionAttribute, 0.0, 1.0); frontColor = colorAttribute; normal = vec3(texCoordAttribute, 1.0); }