attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
attribute vec3 offset;

uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 NM;

varying vec3 V_Normal;
varying vec4 V_WorldPos;//µ±Ç°µÄλÖÃ
varying vec2 V_Texcoord;

void main() {
	V_Normal = mat3(NM)*normal;
	V_WorldPos = M * vec4(pos, 1.0) + vec4(offset, 1.0f);
	V_Texcoord = texcoord;
	gl_Position = P*V*V_WorldPos;	
}