 #version 330


in vec4 vertex; //vertexposition
in vec2 textureCoords; 


//for if the camera is inside the cube:
//uniform vec3 camPosTextureSpace; //for future use
in vec3 texture3DCoords;


//outs are then in eye space
out vec3 fragment3DTexCoords;


void main(void)
{
	gl_Position = vertex;
	
	//the texture coordinates inside the cube
	fragment3DTexCoords = texture3DCoords;

}

	
