#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;

out vec3 Normal;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
   gl_Position = projection * view * vec4(aPos.x, aPos.y, aPos.z, 1.0);
   FragPos = aPos;
   Normal = aNorm;
}
