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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 lightSpace;
out vec2 vUV;
out vec3 vNormal;
out vec3 vFragPos;
out vec4 vFragPosLightSpace;
void main()
{
vUV = aUV;
vFragPos = vec3(model * vec4(aPos, 1.0));
vNormal = mat3(transpose(inverse(model))) * aNormal;
vFragPosLightSpace = lightSpace * vec4(vFragPos, 1.0);
gl_Position = proj * view * model * vec4(aPos, 1.0);
}
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