#version 330

uniform mat4 model; // model matrix
uniform mat4 view; // view matrix for the camera
uniform mat4 proj; // projection matrix for the camera

in vec4 vertex; //attribute passed by the application
//out vec4 SM_tex_coord; // pass on to the FS
out vec4 vposition;

void main(void)
{
	// standard transformation
	gl_Position = proj * view * model * vertex;
	vposition = gl_Position;
	// shadow texture coords in projected light space
	//SM_tex_coord = tex_mat * model * vertex;
}