#version 150

in vec3 vertex;
in vec4 color;
in vec3 texcoord;

out vec4 vertColor;
out vec3 vertTexCoord;

uniform mat4 projectionMatrix;
out float eyeDepth;

void main()
{
    // The vertex is in eye coords
    vertColor = color;
    
	vertTexCoord = texcoord;
		
	eyeDepth = -vertex.z;
		
    gl_Position = projectionMatrix * vec4(vertex.x, vertex.y, vertex.z, 1.0);
}
