#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (location = 2) in vec3 vertexNormal;

out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;

uniform mat4 matModel;
uniform mat4 matView;
uniform mat4 matProjection;

void main()
{
    vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
    fragPosition = worldPos.xyz;
    fragTexCoord = vertexTexCoord;

    mat3 normalMatrix = transpose(inverse(mat3(matModel)));
    fragNormal = normalMatrix*vertexNormal;

    gl_Position = matProjection*matView*worldPos;
}
