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#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
out vert_t {
vec3 position;
vec3 normal;
} vert;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main(void)
{
gl_Position = projection * view * model * vec4(position, 1.0);
vert.position = vec3(model * vec4(position, 1.0));
vert.normal = normalize(mat3(transpose(inverse(model))) * normal);
}
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