attribute vec3 position;
attribute vec3 normal;

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

varying mediump vec3 FS_normal;
varying mediump vec3 FS_eye;
VARYINGS

void main(void)
{
    lowp vec4 pos = MVP*vec4(position, 1.);

    SET_SHADOW
    SET_AMBIENT_OCCL

    FS_eye = (MV*vec4(position, 1.)).xyz;
    FS_normal = N*normal;
    gl_Position = pos;
}

