#version 430 core

layout (location = 0) in vec3 Position_VS_in;

layout (location = 1) in vec3 Normal_VS_in;
layout (location = 2) in vec2 TexCoord_VS_in;

uniform mat4 modelMatrix;

out vec3 WorldPos_TESSCTRL_in;
out vec2 TexCoord_TESSCTRL_in;
out vec3 Normal_TESSCTRL_in;

void main()
{
    WorldPos_TESSCTRL_in = (modelMatrix * vec4(Position_VS_in, 1.0)).xyz;
    TexCoord_TESSCTRL_in = TexCoord_VS_in;
    Normal_TESSCTRL_in = (modelMatrix * vec4(Normal_VS_in, 0.0)).xyz;//use normal matrix?!
}