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#version 330 core

#preinclude "vertex_data.glsl"

layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texture_coords;
layout (location = 2) in vec3 normal;

out VertexData vertex_data;

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

void main()
{
	gl_Position = projection * view * model * vec4(pos, 1.0);

	vertex_data.world_space_pos = vec3(model * vec4(pos, 1.0));
	vertex_data.texture_coords = texture_coords;

	// TODO: Do this using CPU for performance increase
	vertex_data.world_space_normal = mat3(transpose(inverse(model))) * normal;
}