uniform mat4 g_ModelViewMatrix; uniform mat4 g_ModelViewProjectionMatrix; attribute vec3 a_Position; attribute vec4 a_Color; varying vec4 v_ScreenPos; varying vec4 v_ScreenNorm; void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); vec3 normal = normalize(a_Color.rgb * 2.0 - 1.0); v_ScreenPos = gl_Position; v_ScreenNorm = mul(vec4(normal, 0.0), g_ModelViewProjectionMatrix); }