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);
    
    
}