#version 300 es

precision mediump float;

in vec4 aPosition;
in vec2 aTextureCoord;
in vec3 aNormal;

uniform mat4 uMVPMatrix;
uniform mat3 uNormalMatrix;
uniform mat4 uInverseViewMatrix;
uniform mat4 uModelViewMatrix;

out vec2 vUV;
out vec3 vNormal;

void main()
{
    gl_Position = uMVPMatrix * aPosition;
    vUV = aTextureCoord;
}