uniform mat4 ProjViewWorld;
uniform mat4 ViewWorld;
uniform mat4 World;

varying vec3 Pos;
varying vec3 Normal;

void main()
{
	Pos = (ViewWorld * gl_Vertex).xyz;
	Normal = (ViewWorld * vec4(gl_Normal, 0)).xyz;
	
	gl_Position = ProjViewWorld * gl_Vertex;
}
