 attribute vec3 normal;
 varying vec3 vNormal;
 varying vec3 vLightPos;
+varying vec3 vPosition;
 
 
 void main() {

  gl_PointSize = pointSize;
  vNormal = (normalMatrix * vec4(normal, 1.0)).xyz;
  vLightPos = (viewMatrix * vec4(lightPos, 1.0)).xyz;
}

#endif

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;
