#version 140
in vec3 position;
in vec3 normal;
in vec2 tex_coords;
out vec3 world_position;
uniform mat4 model_matrix;
uniform mat4 view_proj_matrix;
void main() {
vec4 world_pos = model_matrix * vec4(position, 1.0);
world_position = world_pos.xyz;
gl_Position = view_proj_matrix * world_pos;
}