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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aUV;
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layout (location = 2) in vec3 aNormal;
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out vec2 oUV;
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out vec3 oNormal;
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out vec3 oFragPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat3 normal;
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void main()
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{
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oUV = aUV;
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oNormal = normal * aNormal;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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oFragPos = vec3(model * vec4(aPos, 1.0));
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}
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