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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal_;
layout (location = 2) in vec2 uv_;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 pos;
out vec3 normal;
out vec2 uv;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
pos = vec3(gl_Position);
normal = normal_;
uv = uv_;
}
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