#version 130 in vec3 position; in vec2 texCoord; in vec3 normal; out vec2 texCoord0; out vec3 normal0; uniform mat4 viewProjection; uniform mat4 model; void main() { gl_Position = viewProjection * model * vec4(position, 1.0); texCoord0 = texCoord; normal0 = (model * vec4(normal, 0.0)).xyz; }