#version 430


layout (location=0) in vec3 vertexPosition;
layout (location=1) in vec3 vertexNormal;
layout (location=2) in vec2 vertexUV;
layout (location=3) in vec3 vertexTangent;

out vec3 normal;
out vec2 uv;
out vec3 tangent;

uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;

uniform float g_time;


void main() {
  gl_Position = vec4(vertexPosition*1.0, 1.0);

  normal = vertexNormal;
  uv = vertexUV;
  tangent = vertexTangent;
}
