#version 330 core

layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;

out vec3 worldNormal;
out vec3 Normal;
out vec2 texCoord;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view_proj;

void main()
{
	
	worldNormal = (model*vec4(normal,0)).xyz;
	texCoord =uv;
	FragPos = vec3(model*vec4(position,1.0f)).xyz;
	Normal = normal;
	gl_Position = view_proj*model*vec4(position,1);
}