#version 150

in vec3 inPosition;
in vec3 inNormal;
in vec2 inTexCoord;

out vec2 texCoord;

uniform mat4 projection;
uniform mat4 modelView;


void main(void)
{
	gl_Position = projection * modelView * vec4(inPosition, 1.0);
	texCoord    = inTexCoord;
}