#version 150
uniform mat4 projMat;
uniform mat4 viewMat;
uniform mat4 modelMat;
uniform mat3 normalMat;
in vec3 inPosition;
in vec2 inTexCoord;
in vec3 inNormal;
out vec4 passColor;
out vec2 passTexCoord;
out vec4 eye;
out vec3 normal;
void main()
{
mat4 mvMat = viewMat * modelMat;
normal = normalize(normalMat * inNormal);
eye = -(mvMat * vec4(inPosition, 1.0));
passTexCoord = inTexCoord;
gl_Position = projMat * mvMat * vec4(inPosition,1.0);
}