//Vertex Shader
#version 330 core
layout (location = 0) in vec3 aPos;
//layout (location = 1) in vec3 aColor;
//layout (location = 1) in vec2 aTexCoord;
//layout (location = 2) in vec3 aNormal;

//out vec3 ourColor;

//uniform vec3 offset;

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

//out vec3 ourPos;
//out vec2 TexCoord;
//out vec3 FragPos;
//out vec3 Normal;
void main()
{
//gl_Position = vec4(aPos, 1.0);
gl_Position = projection * view * model * vec4(aPos, 1.0);
//ourColor = aColor;
//FragPos = vec3(model * vec4(aPos, 1.0));
//TexCoord = aTexCoord;
//Normal = mat3(transpose(inverse(model))) * aNormal;
}





//Fragment Shader
#version 330 core


out vec4 FragColor;

//in vec3 ourColor;

//in vec2 TexCoord;
//uniform sampler2D ourTexture1;
//uniform sampler2D ourTexture2;
//in vec3 Normal;
//uniform vec3 lightPos;
//in vec3 FragPos;


void main()
{
//vec3 lightColor = vec3(1.0, 1.0, 1.0);
//vec3 norm = normalize(Normal);
//vec3 lightDir = normalize(lightPos - FragPos);
//float diff = max(dot(Normal, lightDir), 0.0);
//vec3 diffuse = diff * lightColor;
//vec3 result = diffuse * objectColor;
//FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);// - (vec4(diffuse, 1.0)*0.2);// * vec4(ourColor, 1.0);
FragColor = vec4(0.5, 0.5, 0.5, 1.0);
}
