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#version 450
layout(set = 0, binding = 0) uniform Matrices
{
mat4 vpMatrix;
mat4 wMatrix;
mat4x3 wMatrix4x3;
mat3x4 wMatrix3x4;
};
layout(location = 0) in vec3 InPos;
layout(location = 1) in vec3 InNormal;
layout(location = 0) out vec3 OutNormal;
layout(location = 1) out vec4 OutWorldPos[4];
void main()
{
gl_Position = vpMatrix * wMatrix * vec4(InPos, 1);
OutWorldPos[0] = wMatrix * vec4(InPos, 1);
OutWorldPos[1] = vec4(InPos, 1) * wMatrix;
OutWorldPos[2] = wMatrix3x4 * InPos;
OutWorldPos[3] = InPos * wMatrix4x3;
OutNormal = (wMatrix * vec4(InNormal, 0)).xyz;
}
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