uniform mediump mat4 view_proj; uniform mediump mat4 world; uniform mediump mat4 normal_transform; uniform mediump mat4 world_view; uniform mediump vec4 cameraPosition; attribute mediump vec3 position; attribute mediump vec3 normal; attribute mediump vec2 texcoord0; varying mediump vec3 vReflect; void main() { vec4 worldP = world * vec4(position, 1.0); gl_Position = view_proj * worldP; vec3 worldNormal = normalize(normal); vec3 cameraToVertex = normalize( worldP.xyz - cameraPosition.xyz ); vReflect = reflect( cameraToVertex, worldNormal ); }