uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texture0;
varying vec2 texCoord;
varying vec2 bumptexCoord;
varying vec3 tmpNormal;
void main(void)
{
texCoord = texture0.xy;
bumptexCoord = texCoord;
bumptexCoord.x-=0.006;
bumptexCoord.y-=0.006;
gl_Position = modelViewProjectionMatrix * position;
mat3 rot = mat3(vec3(modelViewMatrix[0][0],modelViewMatrix[0][1],modelViewMatrix[0][2]),vec3(modelViewMatrix[1][0],modelViewMatrix[1][1],modelViewMatrix[1][2]),vec3(modelViewMatrix[2][0],modelViewMatrix[2][1],modelViewMatrix[2][2]));
tmpNormal = normalize(rot * normal);
}