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#version 330 core
layout (location = 0) in vec3 p;
layout (location = 1) in vec3 n;
layout (location = 2) in vec2 t;
layout (location = 3) in int i;
out vec3 v_p;
out vec3 v_n;
out vec2 v_t;
out vec4 v_p_lightspace;
out vec4 v_diffusion_corners;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_lightspace;
void main()
{
v_p = vec3(u_model * vec4(p, 1.0f));
v_n = n;
v_t = t;
v_p_lightspace = u_lightspace * vec4(v_p, 1.0f);
gl_Position = u_view * u_model * vec4(p, 1.0f);
}
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