         f_normal = v_normal;*/
     }
 
-geometry =
+geometry41core =
     #version 410
 
     uniform highp mat4 u_viewProjectionMatrix;

        finalColor += (NdotL * f_color);
        finalColor.a = alpha;  // Do not change alpha in any way

        gl_FragColor = finalColor;
    }



        EndPrimitive();
    }

fragment41core =
    #version 410
    in lowp vec4 f_color;
    in lowp vec3 f_normal;
    in lowp vec3 f_vertex;

    out vec4 frag_color;

    uniform mediump vec4 u_ambientColor;
    uniform highp vec3 u_lightPosition;
