#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 mat4 modelMatrix;
uniform vec3 cameraPos;

out vec3 Normal;
out vec3 worldPos;
out vec2 TexCoords;

void main()
{
	
	TexCoords = vertexTexCoord;
	worldPos = vec3(modelMatrix * vec4(vertexPosition,1));
	Normal = normalize((modelMatrix * vec4(vertexNormal,0)).xyz);

	gl_Position = transformation * vec4(vertexPosition, 1.0);

}