#version 330

in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;

uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matView;

out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;

void main() {
    fragTexCoord = vertexTexCoord;
    fragColor = vertexColor;
    fragNormal = mat3(transpose(inverse(matModel))) * vertexNormal;
    // fragNormal = mat3(matView) * mat3(matModel) * vertexNormal;

    gl_Position = mvp * vec4(vertexPosition, 1.0);
}