attribute vec4 aVertexPosition; attribute vec3 aVertexNormal; uniform mat4 prMvMatrix; uniform mat3 normMatrix; uniform vec3 directLightDir; uniform float height; varying float vLightWeight; void main(void) { vLightWeight = max(dot(normMatrix * aVertexNormal, directLightDir), 0.0); gl_Position = prMvMatrix * vec4( aVertexPosition.xyz*10.0 * (height * aVertexPosition.w + 1.0) * 0.1, 1.0); }