#define PROCESSING_TEXLIGHT_SHADER uniform mat4 modelview; uniform mat4 transform; uniform mat3 normalMatrix; attribute vec4 position; attribute vec4 color; attribute vec3 normal; attribute vec4 emissive; attribute float shininess; attribute vec2 texCoord; varying vec4 vertColor; varying vec4 vertEmissive; varying float vertShininess; varying vec3 ecNormal; varying vec3 ecPosition; varying vec2 uv; void main() { gl_Position = transform * position; ecPosition = vec3(modelview * position); ecNormal = normalize(normalMatrix * normal); vertEmissive = emissive; vertColor = color; vertShininess = shininess; uv = texCoord; }