#version 330


layout (std140) uniform Matrices {
	mat4 m_pvm;
	mat3 m_normal;	
	mat4 m_model;
	mat4 m_viewModel;
};

layout(location = 0) in vec4 position;	// local space
layout(location = 1) in vec3 normal;	// local space
layout(location = 2) in vec4 color;	    // local space

// the data to be sent to the fragment shader
out Data {
	vec4 colr;
} DataOut;

void main () {
	DataOut.colr = color;
	
	gl_Position = m_pvm * position;
}