#version 410 core
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_tex;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 position;
out vec3 normal;
out vec2 tex;

void main()
{
    gl_Position = projection * view * model * vec4(in_position, 1.0);
    position = in_position;
    //normal = vec3(model * vec4(in_normal, 1.0f));
    normal = in_normal;
    tex = in_tex;
}