uniform vec4 emissiveColor; varying lowp vec4 varColor; varying vec3 eyeVec; void main(void) { gl_Position = mWorldViewProj * inVertexPosition; #ifdef GL_ES vec4 color = inVertexColor.bgra; #else vec4 color = inVertexColor; #endif color *= emissiveColor; varColor = color; eyeVec = -(mWorldView * inVertexPosition).xyz; }