#version 330 core
layout(location=0) in vec3 vertex_position_modelspace;
layout(location=1) in vec3 normal_position_modelspace;
layout(location=2) in vec2 texture_position_modelspace;
uniform float time_counter;
uniform mat4 perspective;
uniform mat4 modelspace;
uniform mat4 camera;

out vec3 normal_out;
out vec2 texcoord_out;

void main() {
	vec4 pos;
	normal_out = normal_position_modelspace;
	texcoord_out = texture_position_modelspace;

	pos = perspective * camera * modelspace * vec4(vertex_position_modelspace, 1);

	gl_Position.x = pos.x/**sin(time_counter*5)*/;
	gl_Position.y = pos.y;
	gl_Position.z = pos.z;// - 10.0;
	gl_Position.w = 1.0;
}
