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#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
out vec3 worldPosition;
out vec3 worldNormal;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
void main()
{
worldNormal = normalize( modelNormalMatrix * vertexNormal );
worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
}
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