#version 300 es in vec3 a_position; uniform mat4 u_matrix; uniform vec3 u_lightPos; uniform vec3 u_baseColor; uniform vec3 u_maxColor; out vec4 pos; out vec3 v_surfaceToLight; out vec3 maxColor; out vec3 baseColor; void main() { pos = u_matrix * vec4(a_position, 1); gl_Position = pos; v_surfaceToLight = u_lightPos - pos.xyz; maxColor = u_maxColor; baseColor = u_baseColor; }