attribute vec4 in_position; attribute vec3 in_normal; attribute vec2 in_uv; varying float distortion; varying vec2 uv; varying vec3 normal; varying vec3 v; void main() { distortion = abs(in_uv.y-0.5) * 2.0; uv = in_uv; vec4 vertPos = gl_ModelViewMatrix * in_position; v = vertPos.xyz; gl_Position = gl_ProjectionMatrix * vertPos; normal = normalize(gl_NormalMatrix * in_normal); }