uniform mat4 projection; uniform mat4 modelview; attribute vec3 pos; attribute vec3 normal; attribute vec2 tex_coord; varying vec3 pos_i; varying vec3 normal_i; varying vec2 tex_coord_i; void main(void) { gl_Position = projection * modelview * vec4(pos, 1); pos_i = gl_Position.xyz; tex_coord_i = tex_coord; normal_i = (modelview * vec4(normal, 0)).xyz; }