@include "common/header.glsl"

layout(location=0) in vec3 gua_in_position;
layout(location=1) in vec2 gua_in_texcoords;
layout(location=2) in vec3 gua_in_normal;
layout(location=3) in vec3 gua_in_tangent;
layout(location=4) in vec3 gua_in_bitangent;

@include "common/gua_camera_uniforms.glsl"

void main() {
  gl_Position = gua_projection_matrix * gua_model_view_matrix * vec4(gua_in_position, 1.0);
}
