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#version 150
in vec3 in_position ;
in vec3 in_normal ;
in vec2 in_texMapping ;
uniform mat4 mvMat ;
uniform mat4 pMat ;
uniform float time ;
out vec2 texMapping ;
out vec3 position ;
out vec3 normal ;
void main () {
vec4 tmp = mvMat * vec4(in_position, 1.0);
gl_Position = pMat * tmp ;
gl_PointSize = 4.0 ;
position = vec3( tmp ) ;
texMapping = in_texMapping ;
normal = inverse(transpose(mat3(mvMat))) * in_normal ;
}
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