in vec3 aTangent;
#endif
+#ifdef COLOR_ATTRIBUTE
in vec4 aVertexColor;
+uniform lowp float uHasVertexColor;
+#endif
#ifdef MORPH
uniform highp sampler2D sBlendShapeGeometry;
#endif
-out vec2 vUV;
+out mediump vec2 vUV;
out lowp mat3 vTBN;
+#ifdef COLOR_ATTRIBUTE
out lowp vec4 vColor;
+#endif
out highp vec3 vPositionToCamera;
uniform highp mat4 uViewMatrix;
uniform mat3 uNormalMatrix;
uniform mat4 uModelMatrix;
uniform mat4 uProjection;
-uniform lowp float uHasVertexColor;
#ifdef SKINNING
in vec4 aJoints;
vUV = aTexCoord;
#endif
+#ifdef COLOR_ATTRIBUTE
vColor = mix(vec4(1.0f), aVertexColor, uHasVertexColor);
+#endif
gl_Position = uProjection * positionV;
}