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

[shaders]
vertex =
    #version 410
    uniform highp mat4 u_modelMatrix;
    uniform highp mat4 u_viewProjectionMatrix;

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

        frag_color = finalColor;
    }


