#version 430

layout (location=0) in vec3 vertexPosition;
layout (location=1) in vec2 vertexUV;

out vec3 posV;
out vec2 uvV;

uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform float g_time;

uniform float surfGridRes2D;
// 3D grid size which is the same for width, height & depth
uniform float surfGridDim3D;


void main() {
  posV = vertexPosition.xyz;
  uvV = vertexUV;
}
