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#version 430
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 texCoord;
layout(location = 2) in vec3 lightData;
uniform mat4 proj, view, model; //transform matrix
out vec3 texCoordInterp;
out vec3 lightDataInterp;
out vec4 eyeSpacePos;
void main() {
vec4 eyeSpacePosVert = view * model * vec4(position, 1.0);
gl_Position = proj * eyeSpacePosVert;
texCoordInterp = texCoord;
lightDataInterp = lightData;
eyeSpacePos = eyeSpacePosVert;
}