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

varying mediump float FS_diffuse;
varying mediump vec2 FS_texcoord;

uniform mat4 MVP;

void main(void)
{
    FS_texcoord = texcoord;
    FS_diffuse = max(dot(vec3(0,0,1), normal), 0.);
        /*+ min(position.z-1., 0.)*.5*/;
    gl_Position = MVP*vec4(position, 1.);
}

