uniform mat4 modelViewProjectionMatrix;

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-=0.0015;
    bumptexCoord.y-=0.0015;
    gl_Position = modelViewProjectionMatrix * position;
    tmpNormal = normalize((modelViewProjectionMatrix * vec4(normal,0.0)).xyz - gl_Position.xyz);
}