varying vec3 worldNormal; // This is where actual shader code begins void main() { vec4 worldPos = UNI_model * ATTRIB_position; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); worldNormal = model3 * ATTRIB_normal; }