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#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;
layout(location = 2) in vec2 atex_coords;

out VS_OUT {
    vec4 frag_pos_light_space;
    vec3 frag_pos;
    vec3 normal;
    vec2 tex_coords;
} vs_out;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 light_space_matrix;

void
main(void)
{
    vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
    vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0);
    vs_out.normal = mat3(transpose(inverse(model)))*anormal;
    vs_out.tex_coords = atex_coords;
    gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0);
}