ojectionMatrix * vec4( positionEye, 1.0 );

		}

	</script>

	<script id="fragMaterial" type="x-shader/x-fragment">
		#define SHADER_NAME fragMaterial

		#extension GL_OES_standard_derivatives : enable

		precision highp float;

		#ifdef PICKING
			uniform vec3 pickingColor;
		#else
			uniform vec3 color;
			varying vec3 vPosition;
		#endif

		void main()	{

			#ifdef PICKING
				gl_FragColor = vec4( pickingColor, 1.0 );
			#else
				vec3 fdx = dFdx( vPosition );
				vec3 fdy = dFdy( vPosition );
				vec3 n