#version 460 core
layout (location=0) in vec3 aPos;
layout (location=1) in vec3 aNormal;
layout (location=2) in vec2 aTexCoords;

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

out vec2 TexCoords;
out vec3 Normal;
out vec3 Position;


void main()
{
    Normal = mat3(transpose(inverse(model))) * aNormal;
    Position = vec3(model* vec4(aPos, 1.0));

    TexCoords = aTexCoords;
    gl_Position = projection * view * model * vec4(aPos , 1.0);
}
