#ifdef VERTEX_SHADER

in vec3 position;

layout( std140 ) uniform model {
	mat4 M;
};

layout( std140 ) uniform light_view {
	mat4 V;
	mat4 P;
};

void main() {
	gl_Position = P * V * M * vec4( position, 1.0 );
}

#else

void main() { }

#endif
