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#version 330 core
layout(location = 0) in vec3 position; // Position of the vertex
layout(location = 1) in vec3 normal; // Normal of the vertex
layout(location = 2) in vec3 force;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform mat3 inverseTransposeModel;
out vec4 normal_worldSpace;
out vec4 position_worldSpace;
out vec4 force_worldSpace;
void main() {
normal_worldSpace = vec4(normalize(inverseTransposeModel * normal), 0);
position_worldSpace = vec4(position, 1.0);
force_worldSpace = vec4(force, 1.0);
// force_worldSpace = vec4(1.0, 0.0, 0.0, 1.0);
gl_Position = proj * view * model * vec4(position, 1.0);
}
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