#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;

uniform mat4 matModel, matView, matProjection;

out vec3 vWorldPos;
out vec2 vTexCoord;

void main()
{
    vec4 world = matModel * vec4(vertexPosition, 1.0);
    vWorldPos = world.xyz;
    vTexCoord = vertexTexCoord;
    gl_Position = matProjection * matView * world;
}
