#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;

out vec3 Normal;
out vec2 TexCoord;

uniform mat4 location;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view *  location * vec4(position, 1.0f);


    Normal = normal;
    TexCoord = texCoord;
}