#version 460

// uniforms
uniform mat4 m_pvm, m_view;
uniform mat3 m_normal;
uniform vec4 l_dir;

// input streams
in vec4 position;
in vec3 normal;
in vec2 texCoord0;

// output
out vec2 tc;


void main() {



    tc = texCoord0;
    gl_Position = m_pvm * position;
}