precision mediump float;
varying vec2 vecUV;
varying vec3 vecPosition;
varying vec3 vecNormal;
void main() {
vecUV = uv;
vecPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;
vecNormal = (modelViewMatrix * vec4(normal, 0.0)).xyz;
gl_Position = projectionMatrix * vec4(vecPosition, 1.0);
}