#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
layout(location = 3) in float bead_size;

out vData
{
    vec3 norm;
    vec4 colr;
	float beadsize;
} vertex;

void main () {
	gl_Position = m_pvm * vec4(position);
	vertex.colr = color;
	vertex.norm = normal;
	vertex.beadsize = bead_size;
}