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#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;
layout(location = 3) in vec3 atangent;
layout(location = 4) in vec3 abitangent;

out VS_OUT {
    vec4 tangent;
    vec4 bitangent;
    vec4 normal;
} vs_out;

uniform mat4 view;
uniform mat4 model;

void main(void)
{
    vs_out.tangent = view*model*vec4(normalize(atangent), 0.0);
    vs_out.bitangent = view*model*vec4(normalize(abitangent), 0.0);
    vs_out.normal = view*model*vec4(normalize(anormal), 0.0);
    gl_Position = view*model*vec4(apos, 1.0);
}