#version 330

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

layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
layout (location = 4) in float light;

out vec4 fragPos;
out vec4 fragPosView;
out vec4 fragPosLightspace;
out vec3 fragNormal;
out vec2 fragTexCoord;


void main() {
	fragTexCoord = texCoord;
	fragPos = model * vec4(vert, 1);
	fragPosView = view * fragPos;
	fragPosLightspace = lightspace * fragPos;
	fragNormal = normal;
    gl_Position = projection * fragPosView;
}

