attribute vec3 position;
attribute vec3 normal;

uniform mat4 MVP;
uniform mat3 N;
UNIFORMS

varying lowp float FS_diffuse;
VARYINGS

void main(void)
{
    vec3 nor = N*normal;

    vec4 pos = MVP*vec4(position, 1.);
    SET_SHADOW
    SET_AMBIENT_OCCL
    SET_GI
    FS_diffuse = max(dot(LIGHT, nor)*_DIFFUSE, 0.);
    gl_Position = pos;
}

