#version 300 es

in vec3 position;
in vec2 texcoord0;

uniform mat4 projMtx;
uniform mat4 viewMtx;
uniform mat4 mdlMtx;

out vec3 vWorldPos;
out vec2 vTexcoord0;

void main()
{
    gl_Position = projMtx * (viewMtx * (mdlMtx * vec4(position, 1.0))); 
    vWorldPos = (mdlMtx * vec4(position.xyz, 1.0)).xyz;
	vTexcoord0 = texcoord0;
}
