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// Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
// SPDX-License-Identifier: MIT
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 norm;
layout (location = 2) in vec2 uv;

out vec3 vnorm;
out vec3 fpos;
out vec3 lipos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;

void main()
{
	vec3 light = { 1.2, 1.0, 2.0 };

	gl_Position = proj * view * model * vec4(pos, 1.0);
	fpos = vec3(view * model * vec4(pos, 1.0));
	// TODO: Try to work out how to only do this ONCE in C or see if it matters
	vnorm = mat3(transpose(inverse(view * model))) * norm;
	lipos = vec3(view * vec4(light, 1.0));
}