attribute vec3 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( vec3(aVertexPosition.xy, height * aVertexPosition.z ), 1.0); }