#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 mvp_matrix;
uniform mat4 mv_matrix;
uniform mat4 projection_matrix;

out vec4 gl_Position;
out vec4 frag_position;
out vec4 frag_normal;

void main()
{
	gl_Position = projection_matrix * view_matrix * model_matrix * position;
	//gl_Position = mvp_matrix * position;
	//gl_Position = projection_matrix * mv_matrix * position;

	//gl_Position = projection_matrix * model_matrix * view_matrix * position;
	frag_position = model_matrix * position;
	frag_normal = normal_data;
}

