#version 430

layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexCoord;
layout (location = 3) in vec4 VertexColor;

//uniform sampler2D TexUnit0;
uniform mat4 MVPMat;

layout ( binding = 0, std140 ) uniform CameraTransforms
{
   mat4 View;
   mat4 Projection;
} Cam;

//out vec2 TexCoord;
out vec4 color;

void main()
{
   color = VertexColor;
   gl_Position = MVPMat * vec4( VertexPosition, 1.0 );
}