#version 420

uniform mat4 pvm;

layout(location = 0) out vec3 tex_norm;
layout(location = 1) in vec3 vtx_norm;
layout(location = 1) out vec2 tex_coord;
layout(location = 2) in vec2 vtx_tex0;
layout(location = 0) in vec3 vtx_pos;

void main()
{
    tex_norm = vtx_norm;
    tex_coord = vtx_tex0;
    gl_Position = pvm * vec4(vtx_pos, 1.0);
}

