#ifdef GL_ES precision mediump float; #endif attribute vec4 a_position1; attribute vec4 a_position2; attribute vec3 a_normal1; attribute vec3 a_normal2; attribute vec2 a_texcoord0; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; uniform mat3 u_modelViewNormalMatrix; uniform float u_lerp; varying vec2 v_texCoord; varying vec3 v_normal; void main() { v_texCoord = a_texcoord0; v_normal = u_modelViewNormalMatrix * mix(a_normal1, a_normal2, u_lerp); gl_Position = u_projectionMatrix * u_modelViewMatrix * mix(a_position1, a_position2, u_lerp); }