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

out VS_OUT {
	vec3	fpos;
	vec3	fn;
	vec2	texc;
} vsout;

uniform mat4	proj;
uniform mat4	view;
uniform mat4	model;

uniform bool	invert_normals;

void main(void)
{
	mat3	normtransf;

	vsout.fpos = vec3(model*vec4(apos, 1.0));

	normtransf = mat3(transpose(inverse(model)));

	if (invert_normals)
		vsout.fn = normtransf*(-anormal);
	else
		vsout.fn = normtransf*anormal;

	vsout.texc = atexc;

	gl_Position = proj*view*model*vec4(apos, 1.0);
}