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#version 410 core
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_tex;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 position;
out vec3 normal;
out vec2 tex;
void main()
{
gl_Position = projection * view * model * vec4(in_position, 1.0);
position = in_position;
//normal = vec3(model * vec4(in_normal, 1.0f));
normal = in_normal;
tex = in_tex;
}
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