#version 330

layout (location = 0) in vec3 a_Position;
layout (location = 1) in vec2 a_TexCoord;
layout (location = 2) in vec3 a_Normal;

uniform mat4 ModelViewProjMat;
uniform mat4 ModelMat;

out vec2 v_TexCoord;
out vec3 v_Normal;
out vec3 v_FragPos;

void main()
{
	gl_Position = ModelViewProjMat * vec4(a_Position, 1.0);
	v_FragPos = vec3(ModelMat * vec4(a_Position, 1.0));
	v_TexCoord = a_TexCoord;
	v_Normal = a_Normal;
}