#type vertex
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 Position;
out vec3 Normal;
out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;


void main() {
    Position = vec3(model * vec4(aPos, 1.0));
	Normal = mat3(transpose(inverse(model))) * aNormal;
    TexCoords = aTexCoords;
    gl_Position = projection * view * vec4(Position, 1.0);
}

#type fragment
#version 330 core
out vec4 FragColor;

in vec3 Position;
in vec3 Normal;
in vec2 TexCoords;

void main() {    
	
FragColor = vec4(1.0,0.0,0.0,1.0);

}