#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;
layout(location = 2) in vec2 atex_coords;
layout(location = 3) in vec3 atangent;
layout(location = 4) in vec3 abitangent;

out VS_OUT {
    /* mat3 TBN; */
    vec3 frag_pos;
    vec3 tangent_light_pos;
    vec3 tangent_view_pos;
    vec3 tangent_frag_pos;
    vec2 tex_coords;
} vs_out;

uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;

uniform vec3 light_pos;
uniform vec3 view_pos;

void main(void)
{
    vs_out.frag_pos = vec3(model * vec4(apos, 1.0));
    vs_out.tex_coords = atex_coords;
    vec3 T = normalize(vec3(model * vec4(atangent, 0.0)));
    vec3 B = normalize(vec3(model * vec4(abitangent, 0.0)));
    vec3 N = normalize(vec3(model * vec4(anormal, 0.0)));
    mat3 TBN = transpose(mat3(T, B, N));
    vs_out.tangent_light_pos = TBN * light_pos;
    vs_out.tangent_view_pos = TBN * view_pos;
    vs_out.tangent_frag_pos = TBN * vec3(model * vec4(apos, 0.0));
    gl_Position = proj * view * vec4(vs_out.frag_pos, 1.0);
}