#version 300 es precision mediump float; layout(std140) uniform Data { mat4 mvp; vec4 outline; }; layout (location=0) in vec3 position; layout (location=1) in vec2 uv; out vec2 vUv; out vec3 vNormal; void main(void) { vUv = uv; vNormal = normalize(position); gl_Position = mvp * vec4(position, 1.0); }