//precision lowp float; //precision lowp int; uniform mat4 pmvMatrix[4]; // P, Mv, Mvi and Mvit uniform vec4 sunColor; uniform sampler2D mesh_ActiveTexture; attribute vec4 mesh_vertices; attribute vec4 mesh_colors; attribute vec2 mesh_texCoord; invariant out vec4 position; vec4 color; smooth out vec2 texCoord; void main(void) { // Transforming The Vertex Position To ModelView-Space position = pmvMatrix[1] * mesh_vertices; // vertex eye position texCoord = mesh_texCoord; gl_Position = pmvMatrix[0] * position; color = mesh_colors * sunColor; }