// This shader is basic attribute vec3 aVertexPosition; attribute vec4 aVertexColour; attribute vec3 aVertexNormal; uniform vec3 offset; uniform float size; uniform mat3 scaleMatrix; uniform mat4 uMVMatrix; uniform mat4 uMVINVMatrix; uniform mat4 uPMatrix; varying lowp vec4 vColor; varying lowp vec3 vNormal; varying lowp vec3 vPosition; varying mediump mat4 mvInvMatrix; varying lowp vec4 eyePos; uniform mat4 TextureMatrix; varying lowp vec4 ShadowCoord; void main(void) { vec4 theVert = vec4(size*scaleMatrix*aVertexPosition+offset,1.0); ShadowCoord = TextureMatrix * theVert; gl_Position = uPMatrix * uMVMatrix * theVert; vColor = aVertexColour; eyePos = uMVMatrix * theVert; vNormal = aVertexNormal; mvInvMatrix = uMVINVMatrix; vPosition = aVertexPosition; }