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#version 330 core
uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 tex_coord;
out vec2 frag_tex_coord;
out vec3 surface_normal;
void main() {
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
frag_tex_coord = tex_coord;
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
}
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