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#version 420

in layout(location=0) vec3 Model_Position;
in layout(location=1) vec4 in_color;
in layout(location=2) vec2 Texture_UV;
in layout(location=3) vec3 Model_Normal;

uniform mat4 Matrix_totalTransform;
uniform mat4 Matrix_modelToWorld;

uniform vec3 lightPosition[4];
uniform vec3 World_eyePosition;

out vec2 Fragment_UV;
out vec3 World_Normal;
out vec4 Fragment_Color;
out vec3 toLightVector[4];
out vec3 toEyeVector;

void main()
{
    vec3 World_Position = vec3(Matrix_modelToWorld * vec4(Model_Position, 1.0));

    for(int i = 0; i < 4; i++)
    {
        /* vector que apunta hacia la luz*/
        toLightVector[i] = lightPosition[i] - World_Position;
    }
    /* Vector hacia el ojo*/
    toEyeVector = normalize(World_eyePosition - World_Position);

	gl_Position = Matrix_totalTransform * vec4(Model_Position, 1.0);
	/*We add a 0 on the vec4 so we can remove the translation from the matrix
	(WE DONT WANT THE NORMAL TO BE TRANSLATED)                             */
	World_Normal = vec3(Matrix_modelToWorld * vec4(Model_Normal, 0.0));
	Fragment_UV = vec2(Texture_UV.x, 1 - Texture_UV.y); /*Invert y axis*/
	Fragment_Color = in_color;
}