attribute vec3 vPosition;
attribute vec3 vNormal;
attribute vec2 vTexCoord;
varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;


uniform mat4 ProjectionMatrix1;
uniform mat4 ModelViewMatrix;

void main() 
{

	mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
 
	vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0);
	normal = normalize(vec3(tnorm));
	 
	position = vec3( ModelViewMatrix * vec4(vPosition,1.0) );
	gl_Position = mvp * vec4(vPosition,1.0);
	
	
	texCoord = vTexCoord;
}