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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
out vert_t {
vec3 position;
vec3 normal;
} vert;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
vert.position = vec3(view * model * vec4(position, 1.0));
mat3 matrix_normal = transpose(inverse(mat3(view * model)));
vert.normal = matrix_normal * normal;
gl_Position = projection * view * model * vec4(position, 1.0);
}
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