#version 130

#ifdef GL_ES
precision mediump int;
precision mediump float;
#endif

uniform mat4 mvp_matrix;
uniform mat4 model_matrix;

attribute vec3 in_Position;
attribute vec4 in_Color;
attribute vec2 in_Texcoord;
attribute vec4 in_Normal;

varying vec4 fcolor;
varying vec2 texco;
varying vec3 cpos;
varying vec3 worldpos;
varying vec3 inormal;
varying float flatkey;

void main(void) {
  worldpos = in_Position;
  vec4 pos = vec4(in_Position.x, in_Position.y, in_Position.z, 1.);
  gl_Position = mvp_matrix * pos;
  cpos = vec4(model_matrix * pos).xyz;
  fcolor = in_Color;
  texco = 2. * in_Texcoord;

  if (distance(in_Normal.xyz, vec3(0.5, 0.5, 0.5)) > 0.1) {
    flatkey = 1.0;
  } else {
    flatkey = -1.0;
  }
  // As model_matrix M is orthogonal, M = transpose(inverse(M))
  inormal = vec4(model_matrix * 2. * vec4(in_Normal.xyz - 0.5, 0.)).xyz;
}
