#version 330   uniform mat4 u_mModelView; uniform mat4 u_mProjection;   in vec3 a_vVertex; in vec3 a_vNormal;   smooth out vec3 v_vNormal; smooth out vec4 v_vEyeCameraPosition;   void main() {     vec4 vModelViewVertex = u_mModelView * vec4(a_vVertex, 1.0);     gl_Position = u_mProjection * vModelViewVertex;         mat3 mNormal;     mNormal[0] = u_mModelView[0].xyz;     mNormal[1] = u_mModelView[1].xyz;     mNormal[2] = u_mModelView[2].xyz;         //v_vNormal = normalize(mNormal * a_vNormal);     v_vEyeCameraPosition = vModelViewVertex; }