#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aUV;

out vec3 vNormal;
out vec3 vWorldPos;
out vec2 vUV;

uniform mat4 uMVP;

void main() {
    vNormal = aNormal;
    vWorldPos = aPos;
    vUV = aUV;
    gl_Position = uMVP * vec4(aPos, 1.0);
}
