#version 140
in vec3 pos;
in vec3 nrm;
in vec2 tex;
uniform mat4 perspective;
uniform mat4 matrix;
out vec3 o_nrm;
out vec2 o_tex;
void main() {
o_nrm = transpose(inverse(mat3(matrix))) * nrm;
o_tex = tex;
gl_Position = perspective * matrix * vec4(pos, 1.0);
}