#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

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


out float depth;
out vec2 TexCoord;

void main() {
	gl_Position = projection * view * model * vec4(aPos, 1.0f);
	depth = gl_Position.z;
	TexCoord = aTexCoord;
}