uniform vec3 uViewTranslation; uniform vec3 uViewScale; uniform vec3 uModelScale; uniform vec3 uModelTranslation; uniform vec3 uModelColor; uniform vec3 uPlayerPos; attribute vec3 aVertexPosition; attribute vec4 aVertexColor; varying lowp vec4 vColor; void main(void) { gl_Position = vec4((aVertexPosition * uModelScale + uModelTranslation + uViewTranslation) * uViewScale, 1.0); vColor = aVertexColor * vec4(uModelColor, 1.0) + (gl_Position - vec4(uPlayerPos * uViewScale, 1.0)) * 0.3; }