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path: root/geometry_shader/shaders/normals.vs
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#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;

out VS_OUT {
    vec3 normal;
} vs_out;

uniform mat4 view;
uniform mat4 model;

void
main(void)
{
    mat3 normal_matrix = mat3(transpose(inverse(view*model)));
    vs_out.normal = normalize(normal_matrix*anormal);
    gl_Position = view*model*vec4(apos, 1.0);
}