#version 330 core

in vec3 position;
in vec3 normal;
in float val;

out float pass_val;

uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 transformationMatrix;

void main(void){
	
	vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
	vec4 positionRelativeToCam = viewMatrix * worldPosition;
	
	gl_Position = projectionMatrix * viewMatrix * worldPosition;
	pass_val = val;
	
}