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#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 tc;
uniform mat4 pr_matrix;
uniform mat4 vw_matrix = mat4(1.0);
uniform mat4 ml_matrix = mat4(1.0);
out DATA
{
vec2 tc;
vec3 position;
} vs_out;
void main()
{
gl_Position = pr_matrix * vw_matrix * ml_matrix * position;
vs_out.tc = tc;
vs_out.position = vec3(vw_matrix * ml_matrix * position);
}