

	  uniform mat4 mvpMatrix;
	  uniform mat4 worldMatrix;
      	  attribute vec4 v_position;
	  attribute vec3 v_normal;
	  vec3 normal;
	  attribute vec2 texCoord0;

	  varying vec2 vTexCoord;
	  varying float lightlevel;
	  vec3 LightDirection = normalize(-vec3(1.0, 1.0, 1.0));	  	  

      	  void main()
      	  {
	     vTexCoord = texCoord0;
	     normal = worldMatrix * v_normal;
	     
	     lightlevel = 0.6 + 0.4 * clamp(dot(-LightDirection, normal), 0.0, 1.0);
      	     gl_Position = mvpMatrix * v_position;
      	  }
