#ifdef GL_ES precision mediump float; precision mediump int; #endif // Input: attribute vec3 EW_coord3d; attribute vec3 EW_normal; uniform mat4 EW_MatrixTransformation; uniform mat4 EW_MatrixPosition; // output: varying vec3 v_ecNormal; void main(void) { gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0); mat4 MatrixPosition = EW_MatrixPosition; /* MatrixPosition[3][0] = 0.0; MatrixPosition[3][1] = 0.0; MatrixPosition[3][2] = 0.0; */ v_ecNormal = vec3(MatrixPosition * vec4(EW_normal, 1.0) ); }