#version 330

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 mvp;
uniform mat4 lightspace;
uniform vec3 viewPos;


layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 vertTexCoord;
layout (location = 3) in float light;

out vec3 fragPosWorld;
out float fragPosLightspaceZ;
out float fragDepthView;
out vec2 fragTexCoord;
out vec3 fragNormal;
out float fragLight;

void main() {

    fragTexCoord = vertTexCoord;
	fragNormal = normalize(normal);
	fragLight = light;

	vec4 pos4 = model * vec4(vert, 1);
	fragPosWorld = pos4.xyz / pos4.w;
	vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
	fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;

	vec4 posView  = view * pos4;
	fragDepthView = posView.z;

    gl_Position = mvp * vec4(vert, 1);

	fragPosWorld -= viewPos;
}