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#version 150
//layout (location = 0)
in vec3 vertexPosition;
//layout (location = 1)
in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 modelViewProjection;
void main()
{
normal = normalize( modelViewNormal * vertexNormal );
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
}
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