uniform mat4 viewProjection;
uniform mat4 modelMatrix;
in vec3 position;
in vec3 barycentric;
out vec3 pos;
out vec3 bary;
void main() {
vec4 worldPos = modelMatrix * vec4(position, 1.);
pos = worldPos.xyz;
bary = barycentric;
gl_Position = viewProjection * worldPos;
}