#version 330 core

// vertex shader

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexUVW;

// Output data ; will be interpolated for each fragment.
out vec3 UVW;

// Values that stay constant for the whole mesh.
//uniform mat4 MVP;

void main(){

	// Output position of the vertex, in clip space : MVP * position
	//gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
	gl_Position =  vec4(vertexPosition_modelspace,1);
	
	// UV of the vertex. No special space for this one.
	UVW = vertexUVW; //a simple pass-thru to *.fs
}

