#version 330

// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec4 vertexColor;

// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;

// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
out vec4 fragColor;

void main()
{
    // Send vertex attributes to fragment shader
    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
    fragTexCoord = vertexTexCoord;
    fragTexCoord2 = vertexTexCoord2;
    fragColor = vertexColor;

    // Calculate final vertex position
    gl_Position = mvp*vec4(vertexPosition, 1.0);
}