#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in float aFaceID;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 vUV;
out float vFaceID;

void main() {
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    vUV = aUV;
    vFaceID = aFaceID;
}