         uniform vec3 uLightingDirection;
            uniform vec3 uDirectionalColor;

            uniform bool uUseLighting;

            varying vec2 vTextureCoord;
            varying vec3 vLightWeighting;

            void main(void) {
                gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
                vTextureCoord = aTextureCoord;

                if (!uUseLighting) {
                    vLightWeighting = vec3(1.0, 1.0, 1.0);
                } else {
                    ve