uniform mat4 uMatrix; uniform mat4 invMatrix; uniform mat3 transformation; attribute float oid; attribute vec3 aPos; attribute vec3 normal; varying float id; varying vec3 glpos; varying vec3 norm; void main() { vec4 pos = uMatrix * vec4(aPos, 1.); gl_Position = pos ; glpos = pos.xyz; id = oid; norm = normalize(vec4(normal,0.)*invMatrix).xyz; }