attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec2 v_texCoord;
varying vec3 v_normal;
uniform mat4 mvp;
void main()
{
	gl_Position = mvp * vec4(position, 1);
	v_texCoord = texCoord;
	v_normal = (mvp * vec4(normal.x, normal.y, normal.z, 0)).xyz;
}