lightPosition;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
  gl_Position = u_worldViewProjection * position;
  v_normal = (u_worldInverseTranspose * vec4(normal, 0)).xyz;
  v_surfaceToLight = u_lightPosition - (u_world * position).xyz;
  v_surfaceToView = (u_viewInverse[3] - (u_world * position)).xyz;
}

</script>
<script id="vertexColorFakeLightFragmentShader" type="text/something-not-javascript">
precision mediump float;
uniform vec4 u_color;
uniform f