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#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(set = 0, binding = 0) uniform UniformBufferObject {
	mat4 model;
	mat4 view;
	mat4 proj;
} ubo;

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUv;

layout(location = 0) out vec3 normal;
layout(location = 1) out vec3 fragPos;

//out gl_PerVertex {
//	vec4 gl_Position;
//};

void main() {
    //mat3 normalMatrix = transpose(inverse(mat3(ubo.model)));
    gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
    normal = (ubo.model * vec4(inNormal, 0.0)).xyz;
    //normal = inNormal;
    fragPos = (ubo.view * ubo.model * vec4(inPosition, 1.0)).xyz;
}