attribute vec4 myVertex; attribute vec2 myUV0; attribute vec2 myUV1; uniform mat4 myPMVMatrix; uniform vec4 myColor; uniform vec4 mySecondaryColor; varying vec2 varCoord0; varying vec2 varCoord1; varying vec4 color; varying vec4 secondaryColor; void main() { gl_Position = myPMVMatrix * myVertex; varCoord0 = myUV0.st; // Light varCoord1 = myUV1.st; color = myColor; secondaryColor = mySecondaryColor; }