#version 330

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 normal_data;



uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;

void main()
{
	vec4 pos = model_matrix * position;
	pos.z = 0; //the model will appear in front of (almost) everything else
	gl_Position = pos;
}
