attribute vec3 a_position3;
attribute vec3 a_normal;
attribute vec4 a_color;
uniform mat4 u_view_projection;
varying vec3 v_normal;
varying vec4 v_color;
void main() {
  gl_Position = u_view_projection * vec4(a_position3, 1.0);
  v_normal = normalize(a_normal);
  v_color = a_color;
}
