const LightCubeVertexShader = ` attribute vec3 aVertexPosition; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; void main(void) { gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition, 1.0); } `; const LightCubeFragmentShader = ` #ifdef GL_ES precision mediump float; #endif uniform float uLigIntensity; uniform vec3 uLightRadiance; void main(void) { gl_FragColor = vec4(uLightRadiance, 1.0); } `;