#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
	FragPos = vec3(model * vec4(aPos, 1.0));
	// COSTLY - CALCULATE ON CPU AND PASS AS UNIFORM
	Normal = mat3(transpose(inverse(model))) * aNormal;
	TexCoords = aTexCoords;

	gl_Position = projection * view * vec4(FragPos, 1.0);
};