
// ------- ATTRIBUTES (VERTEX BUFFER DATA) -------
attribute vec4		a_vPosition0;
attribute vec4		a_vColor0;

// ------- UNIFORMS (SHADER CONSTS) -------
uniform mat4		hu_mPMVMatrix;

// ------- INTERPOLATORS (SHADER OUTPUTS) -------
varying vec4		v_vColor;
varying vec3		v_vNormal;

void main(void)
{
	gl_Position = hu_mPMVMatrix*a_vPosition0;
	v_vColor = a_vColor0;
	v_vNormal = 0.001*a_vPosition0.xyz;
}
