#version 330 core

layout(location = 0) in vec3 position; // Vertex position
layout(location = 1) in vec3 normal;   // Vertex normal
layout(location = 2) in vec2 texCoord; // Vertex texture coordinate
out vec3 Color; // Output color to the fragment shader
out vec2 TexCoord; // Output texture coordinate to the fragment shader

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
    Color = normal * 0.5 + 0.5; // Simple coloring based on normal
    TexCoord = texCoord; // Pass through the texture coordinate
}