
uniform mat4 view_proj_matrix;
uniform vec4 view_position;

attribute vec4 vertex;
attribute vec3 normal;

varying vec3 vNormal;
varying vec3 vViewVec;

void main(void)
{
   gl_Position = view_proj_matrix * vertex;
   
   vNormal = normal;
   vViewVec = view_position.xyz - vertex.xyz;

   
}
