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#version 330 core
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out vec3 vNormal;
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out vec3 vWorldPos;
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void main() {
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vec4 worldPos = uModel * vec4(aPosition, 1.0);
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vWorldPos = worldPos.xyz;
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vNormal = mat3(transpose(inverse(uModel))) * aNormal;
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gl_Position = uProjection * uView * worldPos;
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}
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