attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute vec3 normal; attribute float batchId; varying vec3 v_positionEC; varying vec3 v_normalEC; void main() { vec4 p = czm_computePosition(); v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates v_normalEC = czm_normal * normal; // normal in eye coordinates gl_Position = czm_modelViewProjectionRelativeToEye * p; }