OpenGL-utility/examples/model/shaders/vertexShader.vert

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#version 330 core
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layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aUV;
out vec3 oNormal;
out vec2 oUV;
out vec3 oFragPos;
uniform mat4 view;
uniform mat4 projection;
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void main()
{
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oNormal = aNormal;
oUV = aUV;
gl_Position = projection * view * vec4(aPos, 1.0);
oFragPos = aPos;
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}