#version 400

layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 tex_coord;

out vec3 v2f_pos;
out vec3 v2f_normal;
out float v2f_sample_area;
// out float v2f_cos_camera_angle;

void main()
{
    v2f_pos    = pos;
    v2f_normal = normalize(normal);

    vec2 ndc = 2 * (tex_coord - vec2(0.5, 0.5));
    gl_Position = vec4(ndc.x, ndc.y, 0.0, 1.0f);
}
