#version 330
uniform mat4 model;
uniform mat4 view_proj;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
out vec4 color;
out vec4 normal;
void main() {
mat4 mvp = view_proj * model;
gl_Position = mvp * vec4(in_position, 1.0);
color = vec4(1, 1, 1, 1);
normal = model * vec4(in_normal, 0.0);
}