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attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
varying vec3 worldPosition;
varying vec3 worldNormal;
varying vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;
uniform vec2 texCoordScale;
uniform vec2 texCoordBias;
void main()
{
texCoord = vertexTexCoord * texCoordScale + texCoordBias;
worldNormal = normalize(modelNormalMatrix * vertexNormal);
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
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