uniform mat4 world_view_proj_matrix;
uniform vec4 view_position;

attribute vec3 vertex;
attribute vec3 normal;
attribute vec2 uv0;

varying vec3 vNormal;
varying vec3 vViewVec;
varying vec2 texCoords;

void main(void)
{
   gl_Position = world_view_proj_matrix * vec4(vertex, 1.0);
   vNormal = normal;
   vViewVec = view_position.xyz - vertex.xyz;
   texCoords = uv0;
}
