
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;

in vec3 attrib_position;
in vec2 attrib_lookup;

out vec3 v_position;
out vec2 v_lookup;
out vec3 v_fragpos;

void main() {
    gl_Position = (projection_matrix * view_matrix * model_matrix * vec4(attrib_position, 1.0));
    v_fragpos = (view_matrix * model_matrix * vec4(attrib_position, 1.0)).xyz;
    v_position = attrib_position;
    v_lookup = attrib_lookup;
}
