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#version 330
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
uniform mat4 mvp;
void main()
{
normal = normalize( normalMatrix * vertexNormal );
position = vec3( modelViewMatrix * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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