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#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec4 vertexColor;
out vec4 lightColor;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
vertexColor = vec4(0.0, 0.5, 0.0, 1.0);
lightColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
// lightColor = vec4(1.0,1.0,1.0,1.0);
}
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