attribute vec4 a_position; attribute vec2 a_normal; attribute vec2 a_colorTexCoords; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec2 v_colorTexCoords; void main() { vec4 pos = vec4(a_position.xyz, 1) * modelView; vec4 shiftedPos = vec4(a_normal, 0, 0) + pos; gl_Position = applyPivotTransform(shiftedPos * projection, pivotTransform, 0.0); v_colorTexCoords = a_colorTexCoords; }