#version 150 in vec3 Position; in vec4 Color; in vec2 UV0; in vec2 UV1; in vec2 UV2; in vec3 Normal; uniform mat4 ModelViewMat; uniform mat4 ProjMat; out vec4 vertexColor; out vec2 texCoord0; out vec2 texCoord1; out vec2 texCoord2; out vec4 normal; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); vertexColor = Color; texCoord0 = UV0; texCoord1 = UV1; texCoord2 = UV2; normal = ProjMat * ModelViewMat * vec4(Normal, 0.0); }