// FIXME: Temporary fix! precision highp float; attribute vec4 in_Position; attribute vec3 in_Normal; attribute vec2 in_TextureCoord0; attribute vec4 in_TangentW; varying vec3 v_vNormal; varying vec2 v_vTexCoord; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position; v_vNormal = mat3(gm_Matrices[MATRIX_WORLD_VIEW]) * in_Normal; v_vTexCoord = in_TextureCoord0; }