attribute vec3 position;
attribute vec3 normal;
attribute vec3 color;

uniform mat4 MVP;
UNIFORMS

varying lowp float FS_diffuse;
varying lowp vec4 FS_color;
VARYINGS

void main(void)
{
    vec3 nor = normal;

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

