#version 330

layout(location = 0) in vec3 position;


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

out vec4 gl_Position;

void main()
{
	gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0f);
}
