#version 430

layout(location = 0) in vec4 attr_Vertex;

layout (location = 0) uniform mat4 u_MVP;
layout (location = 1) uniform vec3 u_lightOrigin;
//layout (location = 2) uniform vec3 u_viewOrigin;

out vec4 csLight;
out vec4 csThis;
out vec4 lightProject;
out vec4 worldPosition;

void main() {
	gl_Position = u_MVP * attr_Vertex;
	worldPosition = attr_Vertex;

	csLight = u_MVP * vec4(u_lightOrigin, 1);
	csThis = u_MVP * attr_Vertex;
}