attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
attribute vec3 vColor;

uniform mat4 ProjectionMatrix;

varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;

void main() {
	gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
	texCoord = vTexCoord;
	fragNormal = Normal;
	fragColor = vColor;
}
