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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 {
vec3 frag_pos;
vec3 normal;
vec2 tex_coords;
} vs_out;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
uniform bool reverse_normals;
void main(void)
{
vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
if (reverse_normals)
vs_out.normal = mat3(transpose(inverse(model)))*(-1.0*anormal);
else
vs_out.normal = mat3(transpose(inverse(model)))*anormal;
vs_out.tex_coords = atex_coords;
gl_Position = proj*view*vec4(vs_out.frag_pos, 1.0);
}
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