#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;

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

layout (location = 0) out vec3 outEyePos;
layout (location = 1) out vec3 outEyeNormal;
layout (location = 2) out mat4 outView;

void main() 
{
	gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
	
	outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
	outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));	
	
	outView = ubo.model;
}
