uniform mat4 uMatrix; uniform mat3 uNormalMatrix; uniform float uAmbIntensity; attribute vec4 aPosition; attribute vec3 aNormal; attribute vec3 aColorData; attribute vec2 aMaterial; varying vec3 vColor; varying vec3 vNormal; varying float vIsReflect; varying float vAmbIntensity; void main() { gl_Position = uMatrix * aPosition; vNormal = uNormalMatrix * aNormal; vColor = aColorData; vIsReflect = aMaterial[1]; vAmbIntensity = aMaterial[0] > 0.5 ? uAmbIntensity : -1.0; }