version 400
layout( location = 0 ) in vec3 VertexPosition;
layout( location = 1 ) in vec3 VertexNormal;
// layout( location = 2 ) in vec2 VertexTexCoord;
out vec3 Position;
out vec3 Normal;
// out vec2 TexCoord;
uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 MVP;
void main()
{
Normal = normalize( NormalMatrix * VertexNormal);
Position = vec3( ModelViewMatrix * vec4( VertexPosition, 1.0 ) );
// TexCoord = VertexTexCoord;
gl_Position = MVP * vec4( VertexPosition, 1.0 );
}