attribute vec3 position;
attribute vec3 normal;

uniform mat4 MVP;
uniform mat4 MV;
uniform mat3 N;
UNIFORMS

VARYINGS
varying lowp vec3 FS_n;

void main(void)
{
    vec4 pos = MVP*vec4(position, 1.);
    FS_n = N*normal;
    gl_Position = pos;
}

