#version 330

out vec3 modelSpaceNormal;
out vec4 modelSpacePos;
out vec2 texCoord;
out vec4 pos;

in vec4 position;
in vec3 normal;
in vec2 texIn;

uniform mat4 modelViewProjectionMatrix;

void main(void)
{
	modelSpacePos = position;

	modelSpaceNormal = normal;

	texCoord = texIn;
	pos = modelViewProjectionMatrix * position;
	gl_Position = modelViewProjectionMatrix * position;
}