#version 100

// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;

attribute mat4 instanceTransform;

// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;

// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;

// NOTE: Add here your custom variables

void main()
{
    // Compute MVP for current instance
    mat4 mvpi = mvp*instanceTransform;

    // Send vertex attributes to fragment shader
    fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
    fragTexCoord = vertexTexCoord;
    fragColor = vertexColor;
    fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));

    // Calculate final vertex position
    gl_Position = mvpi*vec4(vertexPosition, 1.0);
}