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#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
out vec3 worldPosition;
out vec3 worldNormal;
out vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;
uniform vec2 texCoordScale;
uniform vec2 texCoordBias;
void main()
{
texCoord = vertexTexCoord * texCoordScale + texCoordBias;
worldNormal = normalize(modelNormalMatrix * vertexNormal);
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}