#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec4 inPos;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;

layout (binding = 0) uniform UBO 
{
	mat4 projection;
	mat4 model;
	vec4 lightPos;
} ubo;

layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;

void main() 
{
	outNormal = inNormal;
	outColor = inColor;
	gl_Position = ubo.projection * ubo.model * inPos;
	outEyePos = vec3(ubo.model * inPos);
	outLightVec = normalize(ubo.lightPos.xyz - outEyePos);

	// Clip against reflection plane
	//vec4 clipPlane = vec4(0.0, -1.0, 0.0, 0.0);
	
	//gl_ClipDistance[0] = dot(inPos, clipPlane);
	
}
