attribute vec4 position;

uniform mat4 MVP;
uniform mat3 N;
UNIFORMS

varying lowp float FS_diffuse;
VARYINGS

void main(void)
{
    vec4 pos = MVP*vec4(position.xyz, 1.);
    SET_SHADOW
    SET_AMBIENT_OCCL
    FS_diffuse = position.w;
    gl_Position = pos;
}

