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#version 130
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
uniform vec3 lightPosition;
in vec4 vertex;
in vec3 normal;
in vec2 textureCoordinate;
out vec3 varyingNormal;
out vec3 varyingLightDirection;
out vec3 varyingViewerDirection;
out vec2 varyingTextureCoordinate;
void main(void)
{
vec4 eyeVertex = mvMatrix * vertex;
eyeVertex /= eyeVertex.w;
varyingNormal = normalMatrix * normal;
varyingLightDirection = lightPosition - eyeVertex.xyz;
varyingViewerDirection = -eyeVertex.xyz;
varyingTextureCoordinate = textureCoordinate;
gl_Position = mvpMatrix * vertex;
}
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