#version 330 core

#define POINT_LIGHT_COUNT 4

layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
layout(location=3) in mat4 model;

layout (std140) uniform Common {
  mat4 projection;
  mat4 view;
  vec3 camera_position;
};

void main() {
  gl_Position = projection * view * model * vec4(position, 1.0);
};