attribute vec4 position;
attribute vec3 normal;
attribute vec2 texcoord;

uniform mat4 M;
uniform mat4 MVP;
uniform mat3 N;
UNIFORMS

varying lowp float FS_diffuse;
varying lowp vec2 FS_texcoord;
VARYINGS

void main(void)
{
    vec4 _pos = M*position;
    vec4 pos = MVP*position;

    FS_diffuse = dot(LIGHT, normalize(normal))*_DIFFUSE;
    FS_texcoord = _pos.xy*vec2(0.066);

    SET_SHADOW
    SET_GI

    gl_Position = pos;
}

