//position, texture and normal

attribute vec4 a_position;
attribute vec2 a_texcoord;
attribute vec3 a_normal;

uniform mat4 u_modelMatrix;
uniform mat4 u_projectionMatrix;

varying vec2 v_texcoord;
varying vec3 v_normal;

void main() {
  gl_Position = u_projectionMatrix * u_modelMatrix * a_position;
  v_texcoord = a_texcoord;
  v_normal = a_normal;
}