 #version __CONTEXT__
 
 uniform mat4 ModelTransform;
+uniform dmat4 modelViewTransform;
 uniform mat4 modelViewProjectionTransform;
 
 layout(location = 0) in vec4 in_position;

void main() {
    // set variables
    vs_st = in_st;
    vec4 tmp = in_position;

    // G-Buffer
    vs_gNormal = in_normal;


    vs_normal = normalize(ModelTransform * vec4(in_normal,0));
    // vs_normal = vec4(in_normal, 0.0);
    
    vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1.0);

    // G-Buffer
    vs_gPosition = vec4(modelViewTransform * position); // Must be in SGCT eye space;

    position = modelViewProjectionTransform * position;
    
