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#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;

out vec4 positionInLightSpace;
out vec3 position;
out vec3 normal;
out vec2 texCoord;

uniform mat4 lightViewProjection;
uniform mat4 modelMatrix;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;

uniform float texCoordScale;

void main()
{
    const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
                                   0.0, 0.5, 0.0, 0.0,
                                   0.0, 0.0, 0.5, 0.0,
                                   0.5, 0.5, 0.5, 1.0);

    positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);

    texCoord = vertexTexCoord * texCoordScale;
    normal = normalize(modelViewNormal * vertexNormal);
    position = vec3(modelView * vec4(vertexPosition, 1.0));

    gl_Position = mvp * vec4(vertexPosition, 1.0);
}
