uniform mat4 viewProjectionMatrix;
in vec3 position;
in vec3 normal;
out vec3 pos;
out vec3 nor;
out vec3 tang;
out vec3 bitang;
out vec2 uvs;
out vec4 col;
flat out int instance_id;
void main()
{
vec4 worldPos = vec4(position, 1.);
pos = worldPos.xyz;
uvs = worldPos.xz;
col = vec4(1.0);
nor = normalize(normal);
tang = cross(vec3(1.0, 0.0, 0.0), nor);
bitang = cross(nor, tang);
gl_Position = viewProjectionMatrix * worldPos;
instance_id = gl_InstanceID;
}