#version 150

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
out vec3 position;
out vec3 normal;
out vec2 texCoord;

uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;

void main() {
    normal = normalize(modelViewNormal * vertexNormal);
    position = vec3(modelView * vec4(vertexPosition, 1.0));
    texCoord = vertexTexCoord;
    gl_Position = mvp * vec4(vertexPosition, 1.0);
}
