#version 430 core

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;

uniform mat4 transformation;
//uniform float time;

out vec4 bubblePosition;
//out float iDate;

void main()
{
	bubblePosition = transformation * vec4(vertexPosition, 1.0);
	//vec3 bubbling = sdf(bubblePosition2.xyz);
	gl_Position = transformation * vec4(vertexPosition, 1.0);
	//gl_Position = vec4(vertexPosition, 1.0);
}