in vec3 position;
in vec3 normal;
in vec2 texcoord;

out vec2 Texcoord;

uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;

void main() {
	gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
	Texcoord = texcoord;
}
