   gl_PointSize = pointSize;
   vNormal = (normalMatrix * vec4(normal, 1.0)).xyz;
   vLightPos = (viewMatrix * vec4(lightPos, 1.0)).xyz;
+  vPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;
 }
 
 #endif

attribute vec3 normal;
varying vec3 vNormal;
varying vec3 vLightPos;


void main() {

uniform float wrap;
varying vec3 vNormal;
varying vec3 vLightPos;
varying vec3 vPosition;

void main() {
  vec3 L = normalize(vLightPos - vPosition);
  vec3 N = normalize(vNormal);
  float NdotL = max(0.0, (dot(N, L) + wrap) / (1.0 + wrap));
  gl_FragColor = ambientColor + NdotL * diffuseColor;
