uniform mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; in vec3 pos; in vec3 nor; in vec4 color; #ifdef USE_FLAT_NORMAL flat out vec3 normal; flat out vec4 finalColor; #else out vec3 normal; out vec4 finalColor; #endif void main() { normal = normalize(NormalMatrix * nor); gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); finalColor = color; }