#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec4 vposition;
layout (location = 1) in vec4 vtexcoord;
layout (location = 2) in vec4 vnormal;
layout (location = 3) in vec4 vcolor;

layout (location = 0) out vec4 v_normal;
layout (location = 1) out vec4 v_uv;

out gl_PerVertex 
{
  vec4 gl_Position;
};

void main()
{
  gl_Position = vposition;
  
  // GL->VK conventions
  //gl_Position.y = -gl_Position.y;
  //gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
  //gl_Position.x = gl_Position.x / 2.0;
  //float z = gl_Position.z;
  //gl_Position.z = gl_Position.y;
  
  v_normal = vnormal;
  v_uv = vtexcoord;
}
