attribute vec3 vPosition;

uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;

varying vec3 dir;

void main(){
	vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
	gl_Position = ProjectionMatrix * realVertexPos;

	dir = -vPosition;
}